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  • Getting error on inserting tuple values in postgreSQL table using python

    - by rahman.bd
    Hello, I want to keep last.fm's user recent music tracks list to postgresql database table using pylast interface.But when I tried to insert values to the table it shows errors.Code example: for i, artist in enumerate(recent_tracks): for key in sorted(artist): cur.execute(""" INSERT INTO u_recent_track(Playback_date,Time_stamp,Track) VALUES (%s,%s)""", (key, artist[key])) conn.commit() cur.execute("SELECT * FROM u_recent_track;") cur.fetchone() for row in cur: print ' '.join(row[1:]) cur.close() conn.close() Here "recent_tracks" tuple have the values for example: artist 0 - playback_date : 5 May 2010, 11:14 - timestamp : 1273058099 - track : Brian Eno - Web I want to store these value under u_recent_track(Tid,Playback_date,Time_stamp,Track).Can anybody have idea how to sort out this problem? when I tried to run, it shows error: Traceback (most recent call last): File "F:\JavaWorkspace\Test\src\recent_track_database.py", line 50, in <module> VALUES (%s,%s,%s)""", (key, artist[key])) IndexError: tuple index out of range Thanks in advanced!

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  • Softrware Licensing / Registration component/framework?

    - by Clay Nichols
    We use a home-grown Registration System for our software but I'd like to update it fixing a number of things including adding the ability to remotely activate/deactivate it (to facilitate Saas). Feel free to suggest any good (in your opinion) VB6- compatible option. I can check out whether it meets our other criteria below. Required Features: Activate multiple programs (Ok if it generates a separate code for each one) Works with VB6 and VB.net. A VB6-compatible DLL should be fine. Still supported (nice to have but not absolutely required Compatible with Windows 2000 through 7. Nice-to-have features (but not required) * Work without internet access * Works through a firewall (this may be a tough one) Any suggestions?

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  • Can/Should you throw exceptions in a c# switch statement?

    - by Kettenbach
    Hi All, I have an insert query that returns an int. Based on that int I may wish to throw an exception. Is this appropriate to do within a switch statement? switch (result) { case D_USER_NOT_FOUND: throw new ClientException(string.Format("D User Name: {0} , was not found.", dTbx.Text)); case C_USER_NOT_FOUND: throw new ClientException(string.Format("C User Name: {0} , was not found.", cTbx.Text)); case D_USER_ALREADY_MAPPED: throw new ClientException(string.Format("D User Name: {0} , is already mapped.", dTbx.Text)); case C_USER_ALREADY_MAPPED: throw new ClientException(string.Format("C User Name: {0} , is already mapped.", cTbx.Text)); default: break; } I normally add break statements to switches but they will not be hit. Is this a bad design? Please share any opinions/suggestions with me. Thanks, ~ck in San Diego

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  • OpenAL - determine maximum sources

    - by Bill Kotsias
    Is there an API that allows you to define the maximum number of OpenAL "sources" allowed by the underlying sound hardware? Searching the internet, I found 2 recommendations : keep generating OpenAL sources till you get an error. However, there is a note in FreeSL (OpenAL wrapper) stating that this is "very bad and may even crash the library" assume you only have 16; why would anyone ever require more? (!) The second recommendation is even adopted by FreeSL. So, is there a common API to define the number of simultaneous "voices" supported? Thank you for your time, Bill

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  • Update MySQL table from jsp

    - by vishnu
    I have these in a jsp file. But these values are not updated in the mysql table. May be it is not commiting. How can i solve this ? String passc1 = request.getParameter("passc1"); String accid = request.getParameter("accid"); int i = 0; String sql = " update customertb " + " set passwd = ?" + " where acc_no = ?;"; try { PreparedStatement ps = con.prepareStatement(sql); ps.setString(1, passc1); ps.setString(2, accid); i = ps.executeUpdate(); } catch (Exception e) { // do something with Exception here. Maybe just throw it up again } finally { con.close(); }

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  • How to handle security constraints using GWT 2.1's RequestFactory?

    - by Marc
    I am currently developing a GWT 2.1 application that is to be deployed on Google App Engine. I would like to realise the server communication using the new RequestFactory. Now my question is how to handle fine-grained security issues in this context? Some server actions (of those declared in the RequestContext stubs) shall be restricted to certain users (possibly depending on the parameters of the remote call). If a call is unauthorised, I would like the client to show a login page (so that one may log in as a different user, for example). From the Expenses example, I know how to implement an automatic redirection to a login page, but in this example, the security model is quite simple: A client is allowed to access the servlet if and only if a user is logged in. Shall I raise a custom UnAuthorizedException in my server-side service? Where should I intercept this exception? (Can I do this in a servlet filter like the GaeAuthFilter of the Expenses example?)

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  • MongoDB RSS Feed Entries, Embed the Entries in the Feed Object?

    - by Patrick Klingemann
    I am saving a reference to an RSS Feed in MongoDB, each Feed has an ever growing list of Entries. As I'm designing my schema, I'm concerned about this statement from the MongoDB Schema Design - Embed vs. Reference Documentation: If the amount of data to embed is huge (many megabytes), you may read the limit on size of a single object. This will surely happen if I understand the statement correctly. So the question is, I am correct to assume that I should not embed the Feed Entries within a Feed because I'll eventually reach the limit on size of a single object?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Is there any way to code breakpoints/debugging?

    - by froadie
    I've been wondering this for a while - is there a way to code/program breakpoints...? Conditionally? For example, can I specify something like - "when this variable becomes this value, break and open the debugger"? (Would be quite useful, especially in long loops when you want to debug loop execution of a late loop value.) I suppose this may be IDE-specific since debugging is implemented differently in different IDEs... I'd be interested to know how to do this in any IDE, but specifically in Eclipse and Visual Studio.

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  • Importing a spreadsheet into an asp.net program and listing the worksheets

    - by Bob Avallone
    I have to import the contents of a spreadsheet in my asp.net project. The code behind is c#. I figured out how to locate the spreadsheet on the user's computer and how to import the data from a given worksheet into a datable. The problem is I may not know the name of the worksheet ahead of time. I want to present the user with a list of available worksheets and have them pick one. That is the piece I don't know how to do. Thanks in advance. Bob Avallone

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  • WCF configuration setting information at a glance

    - by Newbie
    Is there any site from where I can get the most of the information about WCF configuration settings e.g. keyEntropyMode,maxStatefulNegotiations,sessionKeyRolloverInterval, negotiationTimeout etc. I have started recently working in wcf but is facing many troubles in understanding the terms. There are to be honest huge. And whenever I get stuck, it takes a long time for me to solve it (searching and searching in google and after spending sometime hours I may get the solution). Henceforth, I think it is better to know if not all astleast some of the terms and their usage and what they means. It would be great help if anyone can point such a link. I searched in the net with " wcf configuration file elements" but with not much luck. Thanks

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  • Integrate test process with Rspec and Cucumber in a plugin using Desert

    - by Romain Endelin
    Hello, I'm developing some rails plugins with desert, and I would like to use tests with RSpec and Cucumber in the development. RSpec is integrated by default in Desert plugins, but it gives me some bugs. Finally I have created a minimal application which use my plugin, and I try to test it like a normal application without plugin. But I dislike that solution, the plugin lost its modularity, and RSpec still returns me some bugs (he can't find the models/views/controllers located in the plugin...). So am I the only one who try to test a Desert plugin (or even in a classic plugin) ? May anyone know those matters and get a solution ?

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  • Future proof Primary Key design in postgresql

    - by John P
    I've always used either auto_generated or Sequences in the past for my primary keys. With the current system I'm working on there is the possibility of having to eventually partition the data which has never been a requirement in the past. Knowing that I may need to partition the data in the future, is there any advantage of using UUIDs for PKs instead of the database's built-in sequences? If so, is there a design pattern that can safely generate relatively short keys (say 6 characters instead of the usual long one e6709870-5cbc-11df-a08a-0800200c9a66)? 36^6 keys per-table is more than sufficient for any table I could imagine. I will be using the keys in URLs so conciseness is important.

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  • How To Make Moving News Bar in Windows Forms Application without Timer

    - by Ehab Sutan
    I'm making a desktop application in C# which contains a moving News Bar labels. I'm using a timer to move these labels but the problem is that when i make the interval of this timer low (1-10 for example) the application takes very high percentage of CPU Usage, And when i make it higher(200 -500 ) the movement of the labels becomes intermittent or not smooth movement even that the user may not be able to read the news in Comfortable way. ((More Information)) it is Windows form application. the way i move the labels is as follows : the news items from RSS feeds are represented in a group of linklabels. All these linklabels are added to a flowlayout container. The timer moves the whole flowlayout container. I found this way according to my knowledge the best way to making the news bar. If you have better idea or solution please help

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  • How do I wait until a console application is idle?

    - by Anthony Mastrean
    I have a console application that starts up, hosts a bunch of services (long-running startup), and then waits for clients to call into it. I have integration tests that start this console application and make "client" calls. How do I wait for the console application to complete its startup before making the client calls? I want to avoid doing Thread.Sleep(int) because that's dependent on the startup time (which may change) and I waste time if the startup is faster. Process.WaitForInputIdle works only on applications with a UI (and I confirmed that it does throw an exception in this case). I'm open to awkward solutions like, have the console application write a temp file when it's ready.

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  • Web-based JSON editor that works like property explorer with AJAXy input form

    - by dreftymac
    Background: This is a request for something that may not exist yet, but I've been meaning to build one for a long time. First I will ask if anyone has seen anything like it yet. Suppose you have an arbitrary JSON structure like the following: { 'str_title':'My Employee List' ,'str_lastmod': '2009-June-15' ,'arr_list':[ {'firstname':'john','lastname':'doe','age':'33',} ,{'firstname':'jane','lastname':'doe','age':'34',} ,{'firstname':'samuel','lastname':'doe','age':'35',} ] } Question: Is there a web-based JSON editor that could take a structure like this, and automatically allow the user to modify this in a user-friendly GUI? Example: Imagine an auto-generated HTML form that displays 2 input-type-text controls for both title and lastmod, and a table of input-type-text controls with three columns and three rows for arr_list ... with the ability to delete or add additional rows by clicking on a [+][X] next to each row in the table. Big Idea: The "big idea" behind this is that the user would be able to specify any arbitrary (non-recursive) JSON structure and then also be able to edit the structure with a GUI-based interaction (this would be similar to the "XML Editor Grid View" in XML Spy).

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  • jQuery and ASP.NET drop down problem

    - by Sayem Ahmed
    I have a drop down in an ASP.NET page. Whenever the value of the drop down changes an ASP.NET AJAX request is made to the server. I also attached a jQuery "change" event handler to that list to execute some code when the value is changed. So, probably two different event handlers are being attached to the same drop down, and it's causing some problems, i.e., sometimes wrong drop down values are sent to the server. I don't know why is this happening but I think attaching two different event handlers to a same drop down may be the reason. Can anyone tell me what is the problem here? If what I guessed is true, then is there any other way to execute some custom javascript code before asp.net AJAX request is sent ?

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  • To keep my own versioned app or not.

    - by Esteban Feldman
    Hi all. I need some opinions here. I'm working on a Django project using buildout to get the dependencies, etc... I use mercurial as DVCS. Now... I need to customize one of the dependencies, so I can do one of the following: (* The changes may not be useful for everyone else.) 1- Do a fork of the project in (github, bitbucket, etc...) maintain my version, and get the dependency with (mercurial or git) recipe. 2- Clone the project, put it in the PYTHONPATH, erase DVCS dirs and add it to my projects version. So every change will be private. Here I need to erase all the info from their DVCS or something. Any other you can think of. I'm missing something? I'm too off? Thanks!

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  • Window screenshot using WinAPI

    - by Evl-ntnt
    How to make a screenshot of program window using WinAPI & C#? I sending WM_PAINT (0x000F) message to window, which I want to screenshot, wParam = HDChandle, but no screenshot in my picturebox. If I send a WM_CLOSE message, all waorking (target window closes). What I do wrong with WM_PAINT? May be HDC is not PictureBox (WinForms) component? P.S. GetLastError() == "" [DllImport("User32.dll")] public static extern Int64 SendMessage(IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam); ..... SendMessage(targetWindowHandle, 0x000F, pictureBox.Handle, IntPtr.Zero);

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  • Mapping of relative path to absolute path of webpage links

    - by Sagar
    I am Final Year IT Engineering student. I am Doing Content Management System in ASP.net for my college. I have given link on my master page for various pages in the application; where I have specified only relative path of those pages. When I run this project and follow any link it works well for only first time and for second time when I click any link it .net run time environment unable to find the absolute address of that page. This may be problem due to relative addressing. How can I resolve this problem? Can anybody help me out?

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  • Which build tool to teach?

    - by Helper Method
    While similiar questions have been asked, this one's focused on which is best/easiest to teach. I'm giving a weekly tutorial at my university focusing on data structures and algorithms. Fromn time to time I introduce tools which may prove helpful in future projects like JUnit, Mercurial, Eclipse etc.. I plan to show them some kind of build tool but I'm not sure which one to choose. I by myself have very little knowledge about build tools, except a little experience in using make. It's more the concept of a build tool I want to show them, not a special tool per se. Which would be the most easiest/future proof/whatever tool to show them? I've read a little bit about Gradle, which looks nice, but so far I think Ant could be a good choice (it's a Java course I'm giving).

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  • System net web exception when the system is connected for a while.

    - by Sharpeye500
    Hi, I have a asp.net application connecting to a .net web service, whenever i login & reach the main page, web services returns me back the data. But if i login for may be more than 1 or 2hrs, when i click any of the links i get: "System.Net.WebException: Unable to connect to the remote server ---> System.Net.Sockets.SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond" What is the fix for this? Thanks.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How does a programmer think?

    - by Gordon Potter
    This may be a hopelessly vague question. But I am interested to hear whatever logical thought processes people go through when learning a new concept or trying to get their brain around code they might not have ever seen before. Basically, what general steps does one take to to break down problems and what does it take to "get it"? If you were to diagram a flowchart of how your mental process works when you look at code or try to solve a problem what might it look like? What common references, tips, and mental assumptions do you find useful in problem solving? How is this different between different domains? For example in what ways is a web programmer's thought process similar or different from a traditional desktop app developer's process?

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  • Cab't run a web application with GWText

    - by Anto
    I am using the GWT and the GWTExt libraries with Eclipse for the first time. I have followed all the procedures but when I go run the web application the following error appears: 1) In the Problems tab, I have this message: Description Resource Path Location Type The following classpath entry 'C:\Documents and Settings\CiuffreA\Desktop\GWTExt\gwtext-2.0.5\gwtext.jar' will not be available on the server's classpath GWTProject Unknown Google Web App Problem 2) In the Development Mode tab, the following 2 messages appears: 23:41:25.906 [ERROR] [mockupproject] Unable to load module entry point class com.example.myproject.client.MockUpProject Failed to load module 'mockupproject' from user agent 'Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US) AppleWebKit/532.5 (KHTML, like Gecko) Chrome/4.1.249.1042 Safari/532.5' at localhost:3853 If anyone has a clue about where the problem may be, please give me a hint...

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