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  • Is there a good [and modern] reason to not have static HTML pages with AJAX content , rather than generate pages?

    - by user1725
    Assumptions: We don't care about IE6, and Noscript users. Lets pretend we have the following design concept: All your pages are HTML/CSS that create the ascetics, layout, colours, general design related things. Lets pretend this basic code below is that: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <link href="/example.css" rel="stylesheet" type="text/css"/> <script src="example.js" type="text/javascript"></script> <head> <body> <div class="left"> </div> <div class="mid"> </div> <div class="right"> </div> </body> </html> Which in theory should produce, with the right CSS, three vertical columns on the web page. Now, here's the root of the question, what are the serious advantages and/or disadvantages of loading the content of these columns (lets assume they are all indeed dynamic content, not static) via AJAX requests, or have the content pre-set with a scripting language? So for instance, we would have, in the AJAX example, lets asume jquery is used on-load: //Multiple http requests $("body > div.left").load("./script.php?content=news"); $("body > div.right").load("./script.php?content=blogs"); $("body > div.mid").load("./script.php?content=links"); OR--- //Single http request $.ajax({ url: './script.php?content=news|blogs|links', method: 'json', type: 'text', success: function (data) { $("body > div.left").html(data.news); $("body > div.right").html(data.blogs); $("body > div.mid").html(data.links); } }) Verses doing this: <body> <div class="left"> <?php echo function_returning_news(); ?> </div> <div class="mid"> <?php echo function_returning_blogs(); ?> </div> <div class="right"> <?php echo function_returning_links(); ?> </div> </body> I'm personally thinking right now that doing static HTML pages is a better method, my reasoning is: I've separated my data, logic, and presentation (ie, "MVC") code. I can make changes to one without others. Browser caches mean I'm just getting server load mostly for the content, not the presentation wrapped around it. I could turn my "script.php" into a more robust API for the website. But I'm not certain or clear that these are legitimately good reasons, and I'm not confidently aware of other issues that could happen, so I would like to know the pros-and-cons, so to speak.

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • EF4 Code First Control Unicode and Decimal Precision, Scale with Attributes

    - by Dane Morgridge
    There are several attributes available when using code first with the Entity Framework 4 CTP5 Code First option.  When working with strings you can use [MaxLength(length)] to control the length and [Required] will work on all properties.  But there are a few things missing. By default all string will be created using unicode so you will get nvarchar instead of varchar.  You can change this using the fluent API or you can create an attribute to make the change.  If you have a lot of properties, the attribute will be much easier and require less code. You will need to add two classes to your project to create the attribute itself: 1: public class UnicodeAttribute : Attribute 2: { 3: bool _isUnicode; 4:  5: public UnicodeAttribute(bool isUnicode) 6: { 7: _isUnicode = isUnicode; 8: } 9:  10: public bool IsUnicode { get { return _isUnicode; } } 11: } 12:  13: public class UnicodeAttributeConvention : AttributeConfigurationConvention<PropertyInfo, StringPropertyConfiguration, UnicodeAttribute> 14: { 15: public override void Apply(PropertyInfo memberInfo, StringPropertyConfiguration configuration, UnicodeAttribute attribute) 16: { 17: configuration.IsUnicode = attribute.IsUnicode; 18: } 19: } The UnicodeAttribue class gives you a [Unicode] attribute that you can use on your properties and the UnicodeAttributeConvention will tell EF how to handle the attribute. You will need to add a line to the OnModelCreating method inside your context for EF to recognize the attribute: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Add(new UnicodeAttributeConvention()); 4: base.OnModelCreating(modelBuilder); 5: } Once you have this done, you can use the attribute in your classes to make sure that you get database types of varchar instead of nvarchar: 1: [Unicode(false)] 2: public string Name { get; set; }   Another option that is missing is the ability to set the precision and scale on a decimal.  By default decimals get created as (18,0).  If you need decimals to be something like (9,2) then you can once again use the fluent API or create a custom attribute.  As with the unicode attribute, you will need to add two classes to your project: 1: public class DecimalPrecisionAttribute : Attribute 2: { 3: int _precision; 4: private int _scale; 5:  6: public DecimalPrecisionAttribute(int precision, int scale) 7: { 8: _precision = precision; 9: _scale = scale; 10: } 11:  12: public int Precision { get { return _precision; } } 13: public int Scale { get { return _scale; } } 14: } 15:  16: public class DecimalPrecisionAttributeConvention : AttributeConfigurationConvention<PropertyInfo, DecimalPropertyConfiguration, DecimalPrecisionAttribute> 17: { 18: public override void Apply(PropertyInfo memberInfo, DecimalPropertyConfiguration configuration, DecimalPrecisionAttribute attribute) 19: { 20: configuration.Precision = Convert.ToByte(attribute.Precision); 21: configuration.Scale = Convert.ToByte(attribute.Scale); 22:  23: } 24: } Add your line to the OnModelCreating: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Add(new UnicodeAttributeConvention()); 4: modelBuilder.Conventions.Add(new DecimalPrecisionAttributeConvention()); 5: base.OnModelCreating(modelBuilder); 6: } Now you can use the following on your properties: 1: [DecimalPrecision(9,2)] 2: public decimal Cost { get; set; } Both these options use the same concepts so if there are other attributes that you want to use, you can create them quite simply.  The key to it all is the PropertyConfiguration classes.   If there is a class for the datatype, then you should be able to write an attribute to set almost everything you need.  You could also create a single attribute to encapsulate all of the possible string combinations instead of having multiple attributes on each property. All in all, I am loving code first and having attributes to control database generation instead of using the fluent API is huge and saves me a great deal of time.

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • Browser Specific Extensions of HttpClient

    - by imran_ku07
            Introduction:                     REpresentational State Transfer (REST) causing/leaving a great impact on service/API development because it offers a way to access a service without requiring any specific library by embracing HTTP and its features. ASP.NET Web API makes it very easy to quickly build RESTful HTTP services. These HTTP services can be consumed by a variety of clients including browsers, devices, machines, etc. With .NET Framework 4.5, we can use HttpClient class to consume/send/receive RESTful HTTP services(for .NET Framework 4.0, HttpClient class is shipped as part of ASP.NET Web API). The HttpClient class provides a bunch of helper methods(for example, DeleteAsync, PostAsync, GetStringAsync, etc.) to consume a HTTP service very easily. ASP.NET Web API added some more extension methods(for example, PutAsJsonAsync, PutAsXmlAsync, etc) into HttpClient class to further simplify the usage. In addition, HttpClient is also an ideal choice for writing integration test for a RESTful HTTP service. Since a browser is a main client of any RESTful API, it is also important to test the HTTP service on a variety of browsers. RESTful service embraces HTTP headers and different browsers send different HTTP headers. So, I have created a package that will add overloads(with an additional Browser parameter) for almost all the helper methods of HttpClient class. In this article, I will show you how to use this package.           Description:                     Create/open your test project and install ImranB.SystemNetHttp.HttpClientExtensions NuGet package. Then, add this using statement on your class, using ImranB.SystemNetHttp;                     Then, you can start using any HttpClient helper method which include the additional Browser parameter. For example,  var client = new HttpClient(myserver); var task = client.GetAsync("http://domain/myapi", Browser.Chrome); task.Wait(); var response = task.Result; .                     Here is the definition  of Browser, public enum Browser { Firefox = 0, Chrome = 1, IE10 = 2, IE9 = 3, IE8 = 4, IE7 = 5, IE6 = 6, Safari = 7, Opera = 8, Maxthon = 9, }                     These extension methods will make it very easy to write browser specific integration test. It will also help HTTP service consumer to mimic the request sending behavior of a browser. This package source is available on github. So, you can grab the source and add some additional behavior on the top of these extensions.         Summary:                     Testing a REST API is an important aspect of service development and today, testing with a browser is crucial. In this article, I showed how to write integration test that will mimic the browser request sending behavior. I also showed an example. Hopefully you will enjoy this article too.

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • How-to remove the close icon from task flows opened in dialogs (11.1.1.4)

    - by frank.nimphius
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; 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;} ADF bounded task flows can be opened in an external dialog and return values to the calling application as documented in chapter 19 of Oracle Fusion Middleware Fusion Developer's Guide for Oracle Application Development Framework11g: http://download.oracle.com/docs/cd/E17904_01/web.1111/b31974/taskflows_dialogs.htm#BABBAFJB   Setting the task flow call activity property Run as Dialog to true and the Display Type property to inline-popup opens the bounded task flow in an inline popup. To launch the dialog, a command item is used that references the control flow case to the task flow call activity <af:commandButton text="Lookup" id="cb6"         windowEmbedStyle="inlineDocument" useWindow="true"         windowHeight="300" windowWidth="300"         action="lookup" partialSubmit="true"/> By default, the dialog opens with a close icon in its header that does not raise a task flow return event when used for dismissing the dialog. In previous releases, the close icon could only be hidden using CSS in a custom skin definition, as explained in a previous OTN Harvest publishing (12/2010) http://www.oracle.com/technetwork/developer-tools/adf/learnmore/dec2010-otn-harvest-199274.pdf As a new feature, Oracle JDeveloper 11g (11.1.1.4) provides an option to globally remove the close icon from inline dialogs without using CSS. For this, the following managed bean definition needs to be added to the adfc-config.xml file. <managed-bean>   <managed-bean-name>     oracle$adfinternal$view$rich$dailogInlineDocument   </managed-bean-name>   <managed-bean-class>java.util.TreeMap</managed-bean-class>   <managed-bean-scope>application</managed-bean-scope>     <map-entries>       <key-class>java.lang.String</key-class>       <value-class>java.lang.String</value-class>       <map-entry>         <key>MODE</key>         <value>withoutCancel</value>       </map-entry>     </map-entries>   </managed-bean> Note the setting of the managed bean scope to be application which applies this setting to all sessions of an application.

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • Roles / Profiles / Perspectives in NetBeans IDE 7.1

    - by Geertjan
    With a check out of main-silver from yesterday, I'm able to use the brand new "role" attribute in @TopComponent.Registration, as you can see below, in the bit in bold: @ConvertAsProperties(dtd = "-//org.role.demo.ui//Admin//EN", autostore = false) @TopComponent.Description(preferredID = "AdminTopComponent", //iconBase="SET/PATH/TO/ICON/HERE", persistenceType = TopComponent.PERSISTENCE_ALWAYS) @TopComponent.Registration(mode = "editor", openAtStartup = true, role="admin") public final class AdminTopComponent extends TopComponent { And here's a window for general users of the application, with the "role" attribute set to "user": @ConvertAsProperties(dtd = "-//org.role.demo.ui//User//EN", autostore = false) @TopComponent.Description(preferredID = "UserTopComponent", //iconBase="SET/PATH/TO/ICON/HERE", persistenceType = TopComponent.PERSISTENCE_ALWAYS) @TopComponent.Registration(mode = "explorer", openAtStartup = true, role="user") public final class UserTopComponent extends TopComponent { So, I have two windows. One is assigned to the "admin" role, the other to the "user" role. In the "ModuleInstall" class, I add a "WindowSystemListener" and set "user" as the application's role: public class Installer extends ModuleInstall implements WindowSystemListener { @Override public void restored() { WindowManager.getDefault().addWindowSystemListener(this); } @Override public void beforeLoad(WindowSystemEvent event) { WindowManager.getDefault().setRole("user"); WindowManager.getDefault().removeWindowSystemListener(this); } @Override public void afterLoad(WindowSystemEvent event) { } @Override public void beforeSave(WindowSystemEvent event) { } @Override public void afterSave(WindowSystemEvent event) { } } So, when the application starts, the "UserTopComponent" is shown, not the "AdminTopComponent". Next, I have two Actions, for switching between the two roles, as shown below: @ActionID(category = "Window", id = "org.role.demo.ui.SwitchToAdminAction") @ActionRegistration(displayName = "#CTL_SwitchToAdminAction") @ActionReferences({ @ActionReference(path = "Menu/Window", position = 250) }) @Messages("CTL_SwitchToAdminAction=Switch To Admin") public final class SwitchToAdminAction extends AbstractAction { @Override public void actionPerformed(ActionEvent e) { WindowManager.getDefault().setRole("admin"); } @Override public boolean isEnabled() { return !WindowManager.getDefault().getRole().equals("admin"); } } @ActionID(category = "Window", id = "org.role.demo.ui.SwitchToUserAction") @ActionRegistration(displayName = "#CTL_SwitchToUserAction") @ActionReferences({ @ActionReference(path = "Menu/Window", position = 250) }) @Messages("CTL_SwitchToUserAction=Switch To User") public final class SwitchToUserAction extends AbstractAction { @Override public void actionPerformed(ActionEvent e) { WindowManager.getDefault().setRole("user"); } @Override public boolean isEnabled() { return !WindowManager.getDefault().getRole().equals("user"); } } When I select one of the above actions, the role changes, and the other window is shown. I could, of course, add a Login dialog to the "SwitchToAdminAction", so that authentication is required in order to switch to the "admin" role. Now, let's say I am now in the "user" role. So, the "UserTopComponent" shown above is now opened. I decide to also open another window, the Properties window, as below... ...and, when I am in the "admin" role, when the "AdminTopComponent" is open, I decide to also open the Output window, as below... Now, when I switch from one role to the other, the additional window/s I opened will also be opened, together with the explicit members of the currently selected role. And, the main window position and size are also persisted across roles. When I look in the "build" folder of my project in development, I see two different Windows2Local folders, one per role, automatically created by the fact that there is something to be persisted for a particular role, e.g., when a switch to a different role is done: And, with that, we now clearly have roles/profiles/perspectives in NetBeans Platform applications from NetBeans Platform 7.1 onwards.

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  • A first look at ConfORM - Part 1

    - by thangchung
    All source codes for this post can be found at here.Have you ever heard of ConfORM is not? I have read it three months ago when I wrote an post about NHibernate and Autofac. At that time, this project really has just started and still in beta version, so I still do not really care much. But recently when reading a book by Jason Dentler NHibernate 3.0 Cookbook, I started to pay attention to it. Author have mentioned quite a lot of OSS in his book. And now again I have reviewed ConfORM once again. I have been involved in ConfORM development group on google and read some articles about it. Fabio Maulo spent a lot of work for the OSS, and I hope it will adapt a great way for NHibernate (because he contributed to NHibernate that). So what is ConfORM? It is stand for Configuration ORM, and it was trying to use a lot of heuristic model for identifying entities from C# code. Today, it's mostly Model First Driven development, so the first thing is to build the entity model. This is really important and we can see it is the heart of business software. Then we have to tell DB about the entity of this model. We often will use Inversion Engineering here, Database Schema is will create based on recently Entity Model. From now we will absolutely not interested in the DB again, only focus on the Entity Model.Fluent NHibenate really good, I liked this OSS. Sharp Architecture and has done so well in Fluent NHibernate integration with applications. A Multiple Database technical in Sharp Architecture is truly awesome. It can receive configuration, a connection string and a dll containing entity model, which would then create a SessionFactory, finally caching inside the computer memory. As the number of SessionFactory can be very large and will full of the memory, it has also devised a way of caching SessionFactory in the file. This post I hope this will not completely explain about and building a model of multiple databases. I just tried to mount a number of posts from the community and apply some of my knowledge to build a management model Session for ConfORM.As well as Fluent NHibernate, ConfORM also supported on the interface mapping, see this to understand it. So the first thing we will build the Entity Model for it, and here is what I will use the model for this article. A simple model for managing news and polls, it will be too easy for a number of people, but I hope not to bring complexity to this post.I will then have some code to build super type for the Entity Model. public interface IEntity<TId>    {        TId Id { get; set; }    } public abstract class EntityBase<TId> : IEntity<TId>    {        public virtual TId Id { get; set; }         public override bool Equals(object obj)        {            return Equals(obj as EntityBase<TId>);        }         private static bool IsTransient(EntityBase<TId> obj)        {            return obj != null &&            Equals(obj.Id, default(TId));        }         private Type GetUnproxiedType()        {            return GetType();        }         public virtual bool Equals(EntityBase<TId> other)        {            if (other == null)                return false;            if (ReferenceEquals(this, other))                return true;            if (!IsTransient(this) &&            !IsTransient(other) &&            Equals(Id, other.Id))            {                var otherType = other.GetUnproxiedType();                var thisType = GetUnproxiedType();                return thisType.IsAssignableFrom(otherType) ||                otherType.IsAssignableFrom(thisType);            }            return false;        }         public override int GetHashCode()        {            if (Equals(Id, default(TId)))                return base.GetHashCode();            return Id.GetHashCode();        }    } Database schema will be created as:The next step is to build the ConORM builder to create a NHibernate Configuration. Patrick have a excellent article about it at here. Contract of it below: public interface IConfigBuilder    {        Configuration BuildConfiguration(string connectionString, string sessionFactoryName);    } The idea here is that I will pass in a connection string and a set of the DLL containing the Entity Model and it makes me a NHibernate Configuration (shame that I stole this ideas of Sharp Architecture). And here is its code: public abstract class ConfORMConfigBuilder : RootObject, IConfigBuilder    {        private static IConfigurator _configurator;         protected IEnumerable<Type> DomainTypes;         private readonly IEnumerable<string> _assemblies;         protected ConfORMConfigBuilder(IEnumerable<string> assemblies)            : this(new Configurator(), assemblies)        {            _assemblies = assemblies;        }         protected ConfORMConfigBuilder(IConfigurator configurator, IEnumerable<string> assemblies)        {            _configurator = configurator;            _assemblies = assemblies;        }         public abstract void GetDatabaseIntegration(IDbIntegrationConfigurationProperties dBIntegration, string connectionString);         protected abstract HbmMapping GetMapping();         public Configuration BuildConfiguration(string connectionString, string sessionFactoryName)        {            Contract.Requires(!string.IsNullOrEmpty(connectionString), "ConnectionString is null or empty");            Contract.Requires(!string.IsNullOrEmpty(sessionFactoryName), "SessionFactory name is null or empty");            Contract.Requires(_configurator != null, "Configurator is null");             return CatchExceptionHelper.TryCatchFunction(                () =>                {                    DomainTypes = GetTypeOfEntities(_assemblies);                     if (DomainTypes == null)                        throw new Exception("Type of domains is null");                     var configure = new Configuration();                    configure.SessionFactoryName(sessionFactoryName);                     configure.Proxy(p => p.ProxyFactoryFactory<ProxyFactoryFactory>());                    configure.DataBaseIntegration(db => GetDatabaseIntegration(db, connectionString));                     if (_configurator.GetAppSettingString("IsCreateNewDatabase").ConvertToBoolean())                    {                        configure.SetProperty("hbm2ddl.auto", "create-drop");                    }                     configure.Properties.Add("default_schema", _configurator.GetAppSettingString("DefaultSchema"));                    configure.AddDeserializedMapping(GetMapping(),                                                     _configurator.GetAppSettingString("DocumentFileName"));                     SchemaMetadataUpdater.QuoteTableAndColumns(configure);                     return configure;                }, Logger);        }         protected IEnumerable<Type> GetTypeOfEntities(IEnumerable<string> assemblies)        {            var type = typeof(EntityBase<Guid>);            var domainTypes = new List<Type>();             foreach (var assembly in assemblies)            {                var realAssembly = Assembly.LoadFrom(assembly);                 if (realAssembly == null)                    throw new NullReferenceException();                 domainTypes.AddRange(realAssembly.GetTypes().Where(                    t =>                    {                        if (t.BaseType != null)                            return string.Compare(t.BaseType.FullName,                                          type.FullName) == 0;                        return false;                    }));            }             return domainTypes;        }    } I do not want to dependency on any RDBMS, so I made a builder as an abstract class, and so I will create a concrete instance for SQL Server 2008 as follows: public class SqlServerConfORMConfigBuilder : ConfORMConfigBuilder    {        public SqlServerConfORMConfigBuilder(IEnumerable<string> assemblies)            : base(assemblies)        {        }         public override void GetDatabaseIntegration(IDbIntegrationConfigurationProperties dBIntegration, string connectionString)        {            dBIntegration.Dialect<MsSql2008Dialect>();            dBIntegration.Driver<SqlClientDriver>();            dBIntegration.KeywordsAutoImport = Hbm2DDLKeyWords.AutoQuote;            dBIntegration.IsolationLevel = IsolationLevel.ReadCommitted;            dBIntegration.ConnectionString = connectionString;            dBIntegration.LogSqlInConsole = true;            dBIntegration.Timeout = 10;            dBIntegration.LogFormatedSql = true;            dBIntegration.HqlToSqlSubstitutions = "true 1, false 0, yes 'Y', no 'N'";        }         protected override HbmMapping GetMapping()        {            var orm = new ObjectRelationalMapper();             orm.Patterns.PoidStrategies.Add(new GuidPoidPattern());             var patternsAppliers = new CoolPatternsAppliersHolder(orm);            //patternsAppliers.Merge(new DatePropertyByNameApplier()).Merge(new MsSQL2008DateTimeApplier());            patternsAppliers.Merge(new ManyToOneColumnNamingApplier());            patternsAppliers.Merge(new OneToManyKeyColumnNamingApplier(orm));             var mapper = new Mapper(orm, patternsAppliers);             var entities = new List<Type>();             DomainDefinition(orm);            Customize(mapper);             entities.AddRange(DomainTypes);             return mapper.CompileMappingFor(entities);        }         private void DomainDefinition(IObjectRelationalMapper orm)        {            orm.TablePerClassHierarchy(new[] { typeof(EntityBase<Guid>) });            orm.TablePerClass(DomainTypes);             orm.OneToOne<News, Poll>();            orm.ManyToOne<Category, News>();             orm.Cascade<Category, News>(Cascade.All);            orm.Cascade<News, Poll>(Cascade.All);            orm.Cascade<User, Poll>(Cascade.All);        }         private static void Customize(Mapper mapper)        {            CustomizeRelations(mapper);            CustomizeTables(mapper);            CustomizeColumns(mapper);        }         private static void CustomizeRelations(Mapper mapper)        {        }         private static void CustomizeTables(Mapper mapper)        {        }         private static void CustomizeColumns(Mapper mapper)        {            mapper.Class<Category>(                cm =>                {                    cm.Property(x => x.Name, m => m.NotNullable(true));                    cm.Property(x => x.CreatedDate, m => m.NotNullable(true));                });             mapper.Class<News>(                cm =>                {                    cm.Property(x => x.Title, m => m.NotNullable(true));                    cm.Property(x => x.ShortDescription, m => m.NotNullable(true));                    cm.Property(x => x.Content, m => m.NotNullable(true));                });             mapper.Class<Poll>(                cm =>                {                    cm.Property(x => x.Value, m => m.NotNullable(true));                    cm.Property(x => x.VoteDate, m => m.NotNullable(true));                    cm.Property(x => x.WhoVote, m => m.NotNullable(true));                });             mapper.Class<User>(                cm =>                {                    cm.Property(x => x.UserName, m => m.NotNullable(true));                    cm.Property(x => x.Password, m => m.NotNullable(true));                });        }    } As you can see that we can do so many things in this class, such as custom entity relationships, custom binding on the columns, custom table name, ... Here I only made two so-Appliers for OneToMany and ManyToOne relationships, you can refer to it here public class ManyToOneColumnNamingApplier : IPatternApplier<PropertyPath, IManyToOneMapper>    {        #region IPatternApplier<PropertyPath,IManyToOneMapper> Members         public void Apply(PropertyPath subject, IManyToOneMapper applyTo)        {            applyTo.Column(subject.ToColumnName() + "Id");        }         #endregion         #region IPattern<PropertyPath> Members         public bool Match(PropertyPath subject)        {            return subject != null;        }         #endregion    } public class OneToManyKeyColumnNamingApplier : OneToManyPattern, IPatternApplier<PropertyPath, ICollectionPropertiesMapper>    {        public OneToManyKeyColumnNamingApplier(IDomainInspector domainInspector) : base(domainInspector) { }         #region Implementation of IPattern<PropertyPath>         public bool Match(PropertyPath subject)        {            return Match(subject.LocalMember);        }         #endregion Implementation of IPattern<PropertyPath>         #region Implementation of IPatternApplier<PropertyPath,ICollectionPropertiesMapper>         public void Apply(PropertyPath subject, ICollectionPropertiesMapper applyTo)        {            applyTo.Key(km => km.Column(GetKeyColumnName(subject)));        }         #endregion Implementation of IPatternApplier<PropertyPath,ICollectionPropertiesMapper>         protected virtual string GetKeyColumnName(PropertyPath subject)        {            Type propertyType = subject.LocalMember.GetPropertyOrFieldType();            Type childType = propertyType.DetermineCollectionElementType();            var entity = subject.GetContainerEntity(DomainInspector);            var parentPropertyInChild = childType.GetFirstPropertyOfType(entity);            var baseName = parentPropertyInChild == null ? subject.PreviousPath == null ? entity.Name : entity.Name + subject.PreviousPath : parentPropertyInChild.Name;            return GetKeyColumnName(baseName);        }         protected virtual string GetKeyColumnName(string baseName)        {            return string.Format("{0}Id", baseName);        }    } Everyone also can download the ConfORM source at google code and see example inside it. Next part I will write about multiple database factory. Hope you enjoy about it. happy coding and see you next part.

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Is it bad practice to make an iterator that is aware of its own end

    - by aaronman
    For some background of why I am asking this question here is an example. In python the method chain chains an arbitrary number of ranges together and makes them into one without making copies. Here is a link in case you don't understand it. I decided I would implement chain in c++ using variadic templates. As far as I can tell the only way to make an iterator for chain that will successfully go to the next container is for each iterator to to know about the end of the container (I thought of a sort of hack in where when != is called against the end it will know to go to the next container, but the first way seemed easier and safer and more versatile). My question is if there is anything inherently wrong with an iterator knowing about its own end, my code is in c++ but this can be language agnostic since many languages have iterators. #ifndef CHAIN_HPP #define CHAIN_HPP #include "iterator_range.hpp" namespace iter { template <typename ... Containers> struct chain_iter; template <typename Container> struct chain_iter<Container> { private: using Iterator = decltype(((Container*)nullptr)->begin()); Iterator begin; const Iterator end;//never really used but kept it for consistency public: chain_iter(Container & container, bool is_end=false) : begin(container.begin()),end(container.end()) { if(is_end) begin = container.end(); } chain_iter & operator++() { ++begin; return *this; } auto operator*()->decltype(*begin) { return *begin; } bool operator!=(const chain_iter & rhs) const{ return this->begin != rhs.begin; } }; template <typename Container, typename ... Containers> struct chain_iter<Container,Containers...> { private: using Iterator = decltype(((Container*)nullptr)->begin()); Iterator begin; const Iterator end; bool end_reached = false; chain_iter<Containers...> next_iter; public: chain_iter(Container & container, Containers& ... rest, bool is_end=false) : begin(container.begin()), end(container.end()), next_iter(rest...,is_end) { if(is_end) begin = container.end(); } chain_iter & operator++() { if (begin == end) { ++next_iter; } else { ++begin; } return *this; } auto operator*()->decltype(*begin) { if (begin == end) { return *next_iter; } else { return *begin; } } bool operator !=(const chain_iter & rhs) const { if (begin == end) { return this->next_iter != rhs.next_iter; } else return this->begin != rhs.begin; } }; template <typename ... Containers> iterator_range<chain_iter<Containers...>> chain(Containers& ... containers) { auto begin = chain_iter<Containers...>(containers...); auto end = chain_iter<Containers...>(containers...,true); return iterator_range<chain_iter<Containers...>>(begin,end); } } #endif //CHAIN_HPP

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  • How to safely copy an object?

    - by Prog
    This question is going to be a little long. Please bear with me. Something that happened in a project of mine made me think about how to safely copy objects. I'll present the situation I had and then ask a question. There was a class SomeClass: class SomeClass{ Thing[] things; public SomeClass(Thing[] things){ this.things = things; } // irrelevant stuff omitted public SomeClass copy(){ return new SomeClass(things); } } There was another class Processor that takes SomeClass objects, copies them (via someClassInstance.copy()), manipulates the copy's state, and returns the copy. Here it is: class Processor{ public SomeClass processObject(SomeClass object){ SomeClass copy = object.copy(); manipulateTheCopy(copy); return copy; } // irrelevant stuff omitted } I ran this, and it had bugs. I looked into these bugs, and it turned out that the manipulations Processor does on copy actually affect not only the copy, but also the original SomeClass object that was passed into processObject. I found out that it was because the original and the copy shared state - because the original passed it's field things into the copy when creating it. This made me realize that copying objects is harder than simply instantiating them with the same fields as the original. For the two objects to be completely disconnected, without any shared state, each of the fields passed to the copy also has to be copied. And if that object contains other objects - they have to be copied too. And so on. So basically, in order to be able to actually copy an object, each class in the system must have a copy() method, that also invokes copy() on all of it's fields, and so on. So for example, for copy() in SomeClass to work, it needs to look like this: public SomeClass copy(){ Thing[] copyThings = new Thing[things.length]; for(int i=0; i<things.length; i++) copyThings[i] = things[i].copy(); return new SomeClass(copyThings); } And if Thing has object fields of it's own, than it's own copy() method must be appropriate: class Thing{ Apple apple; Pencil pencil; int number; public Thing(Apple apple, Pencil pencil, int number){ this.apple = apple; this.pencil = pencil; this.number = number; } public Thing copy(){ // 'number' is a primitve. return new Thing(apple.getCopy(), pencil.getCopy(), number); } } And so on. Of course, instead of all classes having a copy() method, the copying mechanism can happen in all of the getters and the constructors of classes (unless places where it isn't suitable, for example when the field points to an external object, not to an object that 'is part' of this object). Still, that means that in order to be able to safely copy an object - most classes would have to have copying mechanisms in their getters. My question is divided into two parts: How frequently do you need to get a copy of an object? Is this a regular issue? Is the technique described common and/or reasonable? Or is there a better way to make safe copies of objects? Or is there an easier way to safely copy objects, without them sharing any state?

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  • Investigating Strategies For Functional Decomposition

    - by Liam McLennan
    Introducing Functional Decomposition Before I begin I must apologise. I think I am using the term ‘functional decomposition’ loosely, and probably incorrectly. For the purpose of this article I use functional decomposition to mean the recursive splitting of a large problem into increasingly smaller ones, so that the one large problem may be solved by solving a set of smaller problems. The justification for functional decomposition is that the decomposed problem is more easily solved. As software developers we recognise that the smaller pieces are more easily tested, since they do less and are more cohesive. Functional decomposition is important to all scientific pursuits. Once we understand natural selection we can start to look for humanities ancestral species, once we understand the big bang we can trace our expanding universe back to its origin. Isaac Newton acknowledged the compositional nature of his scientific achievements: If I have seen further than others, it is by standing upon the shoulders of giants   The Two Strategies For Functional Decomposition of Computer Programs Private Methods When I was working on my undergraduate degree I was taught to functionally decompose problems by using private methods. Consider the problem of painting a house. The obvious solution is to solve the problem as a single unit: public void PaintAHouse() { // all the things required to paint a house ... } We decompose the problem by breaking it into parts: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { // everything required to paint the undercoat } private void PaintTopcoat() { // everything required to paint the topcoat } The problem can be recursively decomposed until a sufficiently granular level of detail is reached: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { prepareSurface(); fetchUndercoat(); paintUndercoat(); } private void PaintTopcoat() { fetchPaint(); paintTopcoat(); } According to Wikipedia, at least one computer programmer has referred to this process as “the art of subroutining”. The practical issues that I have encountered when using private methods for decomposition are: To preserve the top level API all of the steps must be private. This means that they can’t easily be tested. The private methods often have little cohesion except that they form part of the same solution. Decomposing to Classes The alternative is to decompose large problems into multiple classes, effectively using a class instead of each private method. The API delegates to related classes, so the API is not polluted by the sub-steps of the problem, and the steps can be easily tested because they are each in their own highly cohesive class. Additionally, I think that this technique facilitates better adherence to the Single Responsibility Principle, since each class can be decomposed until it has precisely one responsibility. Revisiting my previous example using class composition: public class HousePainter { private undercoatPainter = new UndercoatPainter(); private topcoatPainter = new TopcoatPainter(); public void PaintAHouse() { undercoatPainter.Paint(); topcoatPainter.Paint(); } } Summary When decomposing a problem there is more than one way to represent the sub-problems. Using private methods keeps the logic in one place and prevents a proliferation of classes (thereby following the four rules of simple design) but the class decomposition is more easily testable and more compatible with the Single Responsibility Principle.

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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  • Patterns for a tree of persistent data with multiple storage options?

    - by Robin Winslow
    I have a real-world problem which I'll try to abstract into an illustrative example. So imagine I have data objects in a tree, where parent objects can access children, and children can access parents: // Interfaces interface IParent<TChild> { List<TChild> Children; } interface IChild<TParent> { TParent Parent; } // Classes class Top : IParent<Middle> {} class Middle : IParent<Bottom>, IChild<Top> {} class Bottom : IChild<Middle> {} // Usage var top = new Top(); var middles = top.Children; // List<Middle> foreach (var middle in middles) { var bottoms = middle.Children; // List<Bottom> foreach (var bottom in bottoms) { var middle = bottom.Parent; // Access the parent var top = middle.Parent; // Access the grandparent } } All three data objects have properties that are persisted in two data stores (e.g. a database and a web service), and they need to reflect and synchronise with the stores. Some objects only request from the web service, some only write to it. Data Mapper My favourite pattern for data access is Data Mapper, because it completely separates the data objects themselves from the communication with the data store: class TopMapper { public Top FetchById(int id) { var top = new Top(DataStore.TopDataById(id)); top.Children = MiddleMapper.FetchForTop(Top); return Top; } } class MiddleMapper { public Middle FetchById(int id) { var middle = new Middle(DataStore.MiddleDataById(id)); middle.Parent = TopMapper.FetchForMiddle(middle); middle.Children = BottomMapper.FetchForMiddle(bottom); return middle; } } This way I can have one mapper per data store, and build the object from the mapper I want, and then save it back using the mapper I want. There is a circular reference here, but I guess that's not a problem because most languages can just store memory references to the objects, so there won't actually be infinite data. The problem with this is that every time I want to construct a new Top, Middle or Bottom, it needs to build the entire object tree within that object's Parent or Children property, with all the data store requests and memory usage that that entails. And in real life my tree is much bigger than the one represented here, so that's a problem. Requests in the object In this the objects request their Parents and Children themselves: class Middle { private List<Bottom> _children = null; // cache public List<Bottom> Children { get { _children = _children ?? BottomMapper.FetchForMiddle(this); return _children; } set { BottomMapper.UpdateForMiddle(this, value); _children = value; } } } I think this is an example of the repository pattern. Is that correct? This solution seems neat - the data only gets requested from the data store when you need it, and thereafter it's stored in the object if you want to request it again, avoiding a further request. However, I have two different data sources. There's a database, but there's also a web service, and I need to be able to create an object from the web service and save it back to the database and then request it again from the database and update the web service. This also makes me uneasy because the data objects themselves are no longer ignorant of the data source. We've introduced a new dependency, not to mention a circular dependency, making it harder to test. And the objects now mask their communication with the database. Other solutions Are there any other solutions which could take care of the multiple stores problem but also mean that I don't need to build / request all the data every time?

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  • Generic Adjacency List Graph implementation

    - by DmainEvent
    I am trying to come up with a decent Adjacency List graph implementation so I can start tooling around with all kinds of graph problems and algorithms like traveling salesman and other problems... But I can't seem to come up with a decent implementation. This is probably because I am trying to dust the cobwebs off my data structures class. But what I have so far... and this is implemented in Java... is basically an edgeNode class that has a generic type and a weight-in the event the graph is indeed weighted. public class edgeNode<E> { private E y; private int weight; //... getters and setters as well as constructors... } I have a graph class that has a list of edges a value for the number of Vertices and and an int value for edges as well as a boolean value for whether or not it is directed. The brings up my first question, if the graph is indeed directed, shouldn't I have a value in my edgeNode class? Or would I just need to add another vertices to my LinkedList? That would imply that a directed graph is 2X as big as an undirected graph wouldn't it? public class graph { private List<edgeNode<?>> edges; private int nVertices; private int nEdges; private boolean directed; //... getters and setters as well as constructors... } Finally does anybody have a standard way of initializing there graph? I was thinking of reading in a pipe-delimited file but that is so 1997. public graph GenereateGraph(boolean directed, String file){ List<edgeNode<?>> edges; graph g; try{ int count = 0; String line; FileReader input = new FileReader("C:\\Users\\derekww\\Documents\\JavaEE Projects\\graphFile"); BufferedReader bufRead = new BufferedReader(input); line = bufRead.readLine(); count++; edges = new ArrayList<edgeNode<?>>(); while(line != null){ line = bufRead.readLine(); Object edgeInfo = line.split("|")[0]; int weight = Integer.parseInt(line.split("|")[1]); edgeNode<String> e = new edgeNode<String>((String) edges.add(e); } return g; } catch(Exception e){ return null; } } I guess when I am adding edges if boolean is true I would be adding a second edge. So far, this all depends on the file I write. So if I wrote a file with the following Vertices and weights... Buffalo | 18 br Pittsburgh | 20 br New York | 15 br D.C | 45 br I would obviously load them into my list of edges, but how can I represent one vertices connected to the other... so on... I would need the opposite vertices? Say I was representing Highways connected to each city weighted and un-directed (each edge is bi-directional with weights in some fictional distance unit)... Would my implementation be the best way to do that? I found this tutorial online Graph Tutorial that has a connector object. This appears to me be a collection of vertices pointing to each other. So you would have A and B each with there weights and so on, and you would add this to a list and this list of connectors to your graph... That strikes me as somewhat cumbersome and a little dismissive of the adjacency list concept? Am I wrong and that is a novel solution? This is all inspired by steve skiena's Algorithm Design Manual. Which I have to say is pretty good so far. Thanks for any help you can provide.

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  • Executing Stored Procedures in Visual Studio LightSwitch.

    - by dataintegration
    A LightSwitch Project is very easy way to visualize and manipulate information directly from one of our ADO.NET Providers. But when it comes to executing the Stored Procedures, it can be a bit more complicated. In this article, we will demonstrate how to execute a Stored Procedure in LightSwitch. For the purposes of this article, we will be using the RSSBus Email Data Provider, but the same process will work with any of our ADO.NET Providers. Creating the RIA Service. Step 1: Open Visual Studio and create a new WCF RIA Service Class Project. Step 2:Add the reference to the RSSBus Email Data Provider dll in the (ProjectName).Web project. Step 3: Add a new Domain Service Class to the (ProjectName).Web project. Step 4: In the new Domain Service Class, create a new class with the attributes needed for the Stored Procedure's parameters. In this demo, the Stored Procedure we are executing is called SendMessage. The parameters we will need are as follows: public class NewMessage{ [Key] public int ID { get; set; } public string FromEmail { get; set; } public string ToEmail { get; set; } public string Subject { get; set; } public string Text { get; set; } } Note: The created class must have an ID which will serve as the key value. Step 5: Create a new method that will executed when the insert event fires. Inside this method you can use the standards ADO.NET code which will execute the stored procedure. [Insert] public void SendMessage(NewMessage newMessage) { try { EmailConnection conn = new EmailConnection(connectionString); EmailCommand comm = new EmailCommand("SendMessage", conn); comm.CommandType = System.Data.CommandType.StoredProcedure; if (!newMessage.FromEmail.Equals("")) comm.Parameters.Add(new EmailParameter("@From", newMessage.FromEmail)); if (!newMessage.ToEmail.Equals("")) comm.Parameters.Add(new EmailParameter("@To", newMessage.ToEmail)); if (!newMessage.Subject.Equals("")) comm.Parameters.Add(new EmailParameter("@Subject", newMessage.Subject)); if (!newMessage.Text.Equals("")) comm.Parameters.Add(new EmailParameter("@Text", newMessage.Text)); comm.ExecuteNonQuery(); } catch (Exception exc) { Console.WriteLine(exc.Message); } } Step 6: Create a query method. We are not going to be using getNewMessages(), so it does not matter what it returns for the purpose of our example, but you will need to create a method for the query event as well. [Query(IsDefault=true)] public IEnumerable<NewMessage> getNewMessages() { return null; } Step 7: Rebuild the whole solution. Creating the LightSwitch Project. Step 8: Open Visual Studio and create a new LightSwitch Application Project. Step 9: On the Data Sources, add a new data source. Choose a WCF RIA Service Step 10: Choose to add a new reference and select the (Project Name).Web.dll generated from the RIA Service. Step 11: Select the entities you would like to import. In this case, we are using the recently created NewMessage entity. Step 13: On the Screens section, create a new screen and select the NewMessage entity as the Screen Data. Step 14: After you run the project, you will be able to add a new record and save it. This will execute the Stored Procedure and send the new message. If you create a screen to check the sent messages, you can refresh this screen to see the mail you sent. Sample Project To help you with get started using stored procedures in LightSwitch, download the fully functional sample project. You will also need the RSSBus Email Data Provider to make the connection. You can download a free trial here.

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  • Too complex/too many objects?

    - by Mike Fairhurst
    I know that this will be a difficult question to answer without context, but hopefully there are at least some good guidelines to share on this. The questions are at the bottom if you want to skip the details. Most are about OOP in general. Begin context. I am a jr dev on a PHP application, and in general the devs I work with consider themselves to use many more OO concepts than most PHP devs. Still, in my research on clean code I have read about so many ways of using OO features to make code flexible, powerful, expressive, testable, etc. that is just plain not in use here. The current strongly OO API that I've proposed is being called too complex, even though it is trivial to implement. The problem I'm solving is that our permission checks are done via a message object (my API, they wanted to use arrays of constants) and the message object does not hold the validation object accountable for checking all provided data. Metaphorically, if your perm containing 'allowable' and 'rare but disallowed' is sent into a validator, the validator may not know to look for 'rare but disallowed', but approve 'allowable', which will actually approve the whole perm check. We have like 11 validators, too many to easily track at such minute detail. So I proposed an AtomicPermission class. To fix the previous example, the perm would instead contain two atomic permissions, one wrapping 'allowable' and the other wrapping 'rare but disallowed'. Where previously the validator would say 'the check is OK because it contains allowable,' now it would instead say '"allowable" is ok', at which point the check ends...and the check fails, because 'rare but disallowed' was not specifically okay-ed. The implementation is just 4 trivial objects, and rewriting a 10 line function into a 15 line function. abstract class PermissionAtom { public function allow(); // maybe deny() as well public function wasAllowed(); } class PermissionField extends PermissionAtom { public function getName(); public function getValue(); } class PermissionIdentifier extends PermissionAtom { public function getIdentifier(); } class PermissionAction extends PermissionAtom { public function getType(); } They say that this is 'not going to get us anything important' and it is 'too complex' and 'will be difficult for new developers to pick up.' I respectfully disagree, and there I end my context to begin the broader questions. So the question is about my OOP, are there any guidelines I should know: is this too complicated/too much OOP? Not that I expect to get more than 'it depends, I'd have to see if...' when is OO abstraction too much? when is OO abstraction too little? how can I determine when I am overthinking a problem vs fixing one? how can I determine when I am adding bad code to a bad project? how can I pitch these APIs? I feel the other devs would just rather say 'its too complicated' than ask 'can you explain it?' whenever I suggest a new class.

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  • How do I stop Sophos anti virus from scanning directories that are under source control

    - by user26453
    From googling it seems its well known that SophosAV as well as other AV programs have issues with how they interact and can inhibit source control utilities like TortoiseHG or TortoiseSVN. One solution is to exclude directories under source control from on-access scanning as detailed here on Sophos's support site. There is a corollary article that mentions some issues related to this, namely the need to place multiple entries for exclusions based on the possibility of the location being accessed through the short vs. long name (e.g., Progra~1 vs. "Program Files"). One other twist is I am using a junction to relocate my user directory, C:\Users\Username, to a second hard drive, E:. Since I am not sure how this interacts I have included the source control directory as they are nested in both locations. As a result, I have included the two exclusions for the on-access scanning exclusions (and to be on the safe side on-demand exclusions as well, although this should only come into play when I select a parent directory of the exclusion to be scanned on-demand, but still). You'll notice I have no need to add extra exclusions for those locations based on short vs. long name distinctions. The two exclusion I have then, for both on-access and on-demand scanning exclusions are: C:\Users\Username\source-control-directory E:\source-control-directory However, this does not seem to work as TortoiseHG still lags terribly in response to any request as AV software starts scanning when the directory is accessed via TortoiseHG. I can verify without a doubt that Sophos is causing the problems: I can completely disable on-access scanning. Once this is done TortoiseHG responds very fast to all operations. I cannot leave this disabled obviously, but since the exclusion don't seem to be working, what next?

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  • How to stop SophosAV from scanning directories under source control

    - by user26453
    From googling it seems its well known that SophosAV as well as other AV programs have issues with how they interact and can inhibit source control utilities like TortoiseHG or TortoiseSVN. One solution is to exclude directories under source control from on-access scanning as detailed here on Sophos's support site. There is a corollary article that mentions some issues related to this, namely need to place multiple entries for exclusions based on the possibility of the location being accessed through the short vs. long name (e.g., Progra~1 vs. "Program Files"). One other twist is I am using a junction to relocate my user directory, C:\Users\Username, to a second hard drive, E:. Since I am not sure how this interacts I have included the source control directory as they are nested in both locations. As a result, I have included the two exclusions for the on-access scanning exclusions (and to be on the safe side on-demand exclusions as well, although this should only come into play when I select a parent directory of the exclusion to be scanned on-demand, but still). You'll notice I have no need to add extra exclusions for those locations based on short vs. long name distinctions. The two exclusion I have then, for both on-access and on-demand scanning exclusions are: C:\Users\Username\source-control-directory E:\source-control-directory However, this does not seem to work as TortoiseHG still lags terribly in response to any request as AV software starts scanning when the directory is accessed via TortoiseHG. I can verify without a doubt that Sophos is causing the problems: I can completely disable on-access scanning. Once this is done TortoiseHG responds very fast to all operations. I cannot leave this disabled obviously, but since the exclusion don't seem to be working, what next?

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  • ESX 4.0 space: DASD, NAS, or ?

    - by thormj
    I put together an ESX box for better management, but its performance is a WTF item; I'm a noob at dealing with ESX, so I'm looking for a laundry-list of reading material to help me straighten this out so I can go back to .NET programming. Current storage system: We're running Raid5+Hotspare (8x500 GB spindles) on a PERC6i on a Dell 2910. Due to ESX limitatios, the PERC is showing the storage as 1x2TB + 1x800GB "partitions." I'm not sure of the setup's configuration (stride / stripe / ???) at all. Our Applications We have a SBS server as well as a minor (2x50 GB, but growing at 10GB/month) database server... Our application that lives on the database VM is CPU and I/O insense; it's a database churning excercise mixed in with a lot of computation on the data (fixing that performance is what I'm supposed to be working on)... Perfomance Issue When I do a backup, restore, or worse (copy a backup from 1 vm to another to move it to the QA VM), the entire system slows to a crawl (even "unrelated" VMs). I originally thought a DASD situation would be quite good since you had PCI-x bandwidth, but the systemwide slowdown is killing productivity. Questions What should I do to make an intelligent decision about NAS vs RAID vs SAN vs DASD? Are there sweet spots/ugly spots in the storage setup? Can you use a SSD PCI-X card in ESX for the tempdb? Good/Bad idea? Is there any way to "share" some image in a copy-on-write fashion? Most of the "Backup-Copy-Restore" is to "put a clean image on the dev boxes"; if I could have them "share" the master image, the "big copy" (2x50 GB) would only need to be done once per week instead of once per dev per week...[runtime performance isn't a concern with the dev boxes, but the backup/copy/restore kills production, SBS, and everything else on the box]

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  • Visual Studio 2010 Beta 2, built-in font smoothing

    - by L. Shaydariv
    I've just installed Visual Studio 2010 Beta 2 onto my Windows XP to evaluate it and check whether it meets my preferences the way it did before. Okay, I've temporary defeated an urgent bug with a strange workaround (I could not open any file from the Solution Explorer), and it left bad memories to me. But however, it's okay. The first thing I've seen just opening the code editor was ClearType font rendering. Wow, so unexpectedly. I must note that I do not use standard Windows rendering techniques, but I still prefer GDI++, a font renderer developed by Japanese developers. (GDI++ allows to render the fonts in Mac/Win-Safari style over entire Windows.) Personally for me, GDI++ reaches the great font-rendering results allowing me to use the Dejavu Sans Mono font with really nice smoothing in Visual Studio 2008 (VS 2005 too, though VS 2005 crashes in this case). But GDI++ cannot affect Visual Studio 2010 Beta 2 text editor - it uses ClearType (right?), and it does not care about the system font smoothing settings. It could be an editor based on WPF, right? So as far as I can see, I can't use GDI++ anymore because it uses Windows GDI(+) but no WPF? So I've got several questions: Is it possible to disable VS 2010 b2 built-in ClearType or override it with another font smoother? Is it possible to install a Safari-like font renderer for Visual Studio 2010 [betas]? Thanks a lot.

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  • Decyphering Seagate drive model numbers?

    - by Stefan Lasiewski
    I'm comparing Seagate's Enterprise and Desktop drives for a variety of old and new servers. These servers come from different generations, so options like size (73GB, 2TB) and interface (SATA vs SAS 3.0Gbps vs SAS 6Gbps vs SCSI Ultra320) are widely variable. I'm trying to compare the sizes, speeds and interfaces, but I'm getting thrown off by different models. Also, their website is not the best. Does anyone know of a documented explanation of the Seagate model numbers? And is there a single spreadsheet which compares the features for all drives (or all 'Enterprise' drives?). Seagate drives have model numbers like this: Model ST3600057SS 6-Gb/s SAS 600 GB None at Cheetah® 15K Hard Drives Model ST373455LW Ultra320 SCSI 73.4 GB 68-Pin LW at Cheetah® 15K Hard Drives Model ST32000644NS SATA 3Gb/s 2 TB None at Constellation™ ES Hard Drives Model ST973452SS 6-Gb/s SAS 73 GB None Savvio® 15K Hard Drives Model ST9200011FS SATA 3Gb/s 200 GB Pulsar™ Solid State Drives I understand the model numbers read something like this: ST - SOMETHING1 - SIZE - SOMETHING2 - INTERFACE Where the fields mean something like this: ST : For 'Seagate'? 'Seagate Technoligies'? SOMETHING1 - This field has number, but I'm not sure what that represents. SIZE - Size in Gigabytes. This is a number like '73' or '300' or '2000' SOMETHING2 - This field also has a number, but I'm not sure what it means. INTERFACE - This field seems to indicate the Interface. 'SS' means SAS, 'FC' means Fibre Channel, but I don't see how to distinguish between 6Gbps SAS and 3Gbps SAS, or different SATA or FC speeds. I don't see a field which indicates the RPM (15K , 10K, 7.2K) etc. Is this part of the model number?

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