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  • How can I retrieve the details of the file from an outbound operation in BPEL 11g

    - by [email protected]
    Several times, we come across requirements where we need to capture the details of the file that got written out as a part of a BPEL process invoking a File/Ftp Adapter. Consider a case where we're using FileNamingConvention as "PurchaseOrder_%SEQ%.txt" and we need to do some post processing based on the filename (please remember that we wouldn't know the filename until the adapter invocation completes) In order to achieve this, we need to manually tweak the WSDL so that the File/Ftp Adapter can return the metadata of the file that was written out. In general, the File/Ftp Write/Put WSDL operations are one way as shown below:         The File/Ftp Adapters are designed to return the metadata back if this WSDL is tweaked into a two-way WSDL. In addition, the <wsdl:output/> must import the fileread.xsd schema (see below). You will need to copy fileread.xsd from  here into the xsd folder of your composite.       Finally, we will need to tweak the  WSDL. (highlighted below)           Finally, the BPEL <invoke> would look as shown below. Please note that the file metadata would be returned as a part of the BPEL output variable:

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  • Constructor vs setter validations

    - by Jimmy
    I have the following class : public class Project { private int id; private String name; public Project(int id, String name, Date creationDate, int fps, List<String> frames) { if(name == null ){ throw new NullPointerException("Name can't be null"); } if(id == 0 ){ throw new IllegalArgumentException("id can't be zero"); } this.name = name; this.id = id; } public int getId() { return id; } public void setId(int id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } } I have three questions: Do I use the class setters instead of setting the fields directly. One of the reason that I set it directly, is that in the code the setters are not final and they could be overridden. If the right way is to set it directly and I want to make sure that the name filed is not null always. Should I provide two checks, one in the constructor and one in the setter. I read in effective java that I should use NullPointerException for null parameters. Should I use IllegalArgumentException for other checks, like id in the example.

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  • Command-Query-Separation and multithreading safe interfaces

    - by Tobias Langner
    I like the command query separation pattern (from OOSC / Eiffel - basically you either return a value or you change the state of the class - but not both). This makes reasoning about the class easier and it is easier to write exception safe classes. Now, with multi threading, I run into a major problem: the separation of the query and the command basically invalidates the result from the query as anything can happen between those 2. So my question is: how do you handle command query separation in an multi-threaded environment? Clarification example: A stack with command query separation would have the following methods: push (command) pop (command - but does not return a value) top (query - returns the value) empty (query) The problem here is - I can get empty as status, but then I can not rely on top really retrieving an element since between the call of empty and the call of top, the stack might have been emptied. Same goes for pop & top. If I get an item using top, I can not be sure that the item that I pop is the same. This can be solved using external locks - but that's not exactly what I call threadsafe design.

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • Project Euler 12: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 12.  As always, any feedback is welcome. # Euler 12 # http://projecteuler.net/index.php?section=problems&id=12 # The sequence of triangle numbers is generated by adding # the natural numbers. So the 7th triangle number would be # 1 + 2 + 3 + 4 + 5 + 6 + 7 = 28. The first ten terms # would be: # 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, ... # Let us list the factors of the first seven triangle # numbers: # 1: 1 # 3: 1,3 # 6: 1,2,3,6 # 10: 1,2,5,10 # 15: 1,3,5,15 # 21: 1,3,7,21 # 28: 1,2,4,7,14,28 # We can see that 28 is the first triangle number to have # over five divisors. What is the value of the first # triangle number to have over five hundred divisors? import time start = time.time() from math import sqrt def divisor_count(x): count = 2 # itself and 1 for i in xrange(2, int(sqrt(x)) + 1): if ((x % i) == 0): if (i != sqrt(x)): count += 2 else: count += 1 return count def triangle_generator(): i = 1 while True: yield int(0.5 * i * (i + 1)) i += 1 triangles = triangle_generator() answer = 0 while True: num = triangles.next() if (divisor_count(num) >= 501): answer = num break; print answer print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Slick2D + LWJGL collision system

    - by Connor W
    So I've been learning java for a while and have explored slick and lwjgl before but went away from using Slick for a while. But I've recently gone back to using it (as I'm making a platformer and Tiled will be really helpful). But here's where my problems begin: collision. I have a player polygon and I check to see if it's colliding with my tiled map with this method: public static boolean playerCollisionWith() { for(int i = 0; i < Blockmap.entities.size(); i++) { Block entity1 = (Block) Blockmap.entities.get(i); if(playerPoly.intersects(entity1.poly)) { return true; } } return false; } This would work normally but I'm using a different method for movement. Instead of just adding a speed variable to the player's x axis. I move like this: if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { speedX = Math.min(5, speedX + 1); moving = true; playerPoly.setX(x); if(playerCollisionWith()) { speedX = -5; playerPoly.setX(x); } } That Math.min call is what is messing me up =. I can't just call speedX = -5, because when I do the player "bounces" when the right mouse button is down and it's colliding. Bounces as in flashes back and forth REALLY quickly. But I don't really know how I would make it so that collisions on the y axis would work either, whether the player is jumping or not. So if I could get some help with how to fix this problem that would be great. Thank you for the help!

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  • jQuery CSS Property Monitoring Plug-in updated

    - by Rick Strahl
    A few weeks back I had talked about the need to watch properties of an object and be able to take action when certain values changed. The need for this arose out of wanting to build generic components that could 'attach' themselves to other objects. One example is a drop shadow - if I add a shadow behavior to an object I want the shadow to be pinned to that object so when that object moves I also want the shadow to move with it, or when the panel is hidden the shadow should hide with it - automatically without having to explicitly hook up monitoring code to the panel. For example, in my shadow plug-in I can now do something like this (where el is the element that has the shadow attached and sh is the shadow): if (!exists) // if shadow was created el.watch("left,top,width,height,display", function() { if (el.is(":visible")) $(this).shadow(opt); // redraw else sh.hide(); }, 100, "_shadowMove"); The code now monitors several properties and if any of them change the provided function is called. So when the target object is moved or hidden or resized the watcher function is called and the shadow can be redrawn or hidden in the case of visibility going away. So if you run any of the following code: $("#box") .shadow() .draggable({ handle: ".blockheader" }); // drag around the box - shadow should follow // hide the box - shadow should disappear with box setTimeout(function() { $("#box").hide(); }, 4000); // show the box - shadow should come back too setTimeout(function() { $("#box").show(); }, 8000); This can be very handy functionality when you're dealing with objects or operations that you need to track generically and there are no native events for them. For example, with a generic shadow object that attaches itself to any another element there's no way that I know of to track whether the object has been moved or hidden either via some UI operation (like dragging) or via code. While some UI operations like jQuery.ui.draggable would allow events to fire when the mouse is moved nothing of the sort exists if you modify locations in code. Even tracking the object in drag mode this is hardly generic behavior - a generic shadow implementation can't know when dragging is hooked up. So the watcher provides an alternative that basically gives an Observer like pattern that notifies you when something you're interested in changes. In the watcher hookup code (in the shadow() plugin) above  a check is made if the object is visible and if it is the shadow is redrawn. Otherwise the shadow is hidden. The first parameter is a list of CSS properties to be monitored followed by the function that is called. The function called receives this as the element that's been changed and receives two parameters: The array of watched objects with their current values, plus an index to the object that caused the change function to fire. How does it work When I wrote it about this last time I started out with a simple timer that would poll for changes at a fixed interval with setInterval(). A few folks commented that there are is a DOM API - DOMAttrmodified in Mozilla and propertychange in IE that allow notification whenever any property changes which is much more efficient and smooth than the setInterval approach I used previously. On browser that support these events (FireFox and IE basically - WebKit has the DOMAttrModified event but it doesn't appear to work) the shadow effect is instant - no 'drag behind' of the shadow. Running on a browser that doesn't support still uses setInterval() and the shadow movement is slightly delayed which looks sloppy. There are a few additional changes to this code - it also supports monitoring multiple CSS properties now so a single object can monitor a host of CSS properties rather than one object per property which is easier to work with. For display purposes position, bounds and visibility will be common properties that are to be watched. Here's what the new version looks like: $.fn.watch = function (props, func, interval, id) { /// <summary> /// Allows you to monitor changes in a specific /// CSS property of an element by polling the value. /// when the value changes a function is called. /// The function called is called in the context /// of the selected element (ie. this) /// </summary> /// <param name="prop" type="String">CSS Properties to watch sep. by commas</param> /// <param name="func" type="Function"> /// Function called when the value has changed. /// </param> /// <param name="interval" type="Number"> /// Optional interval for browsers that don't support DOMAttrModified or propertychange events. /// Determines the interval used for setInterval calls. /// </param> /// <param name="id" type="String">A unique ID that identifies this watch instance on this element</param> /// <returns type="jQuery" /> if (!interval) interval = 200; if (!id) id = "_watcher"; return this.each(function () { var _t = this; var el$ = $(this); var fnc = function () { __watcher.call(_t, id) }; var itId = null; var data = { id: id, props: props.split(","), func: func, vals: [props.split(",").length], fnc: fnc, origProps: props, interval: interval }; $.each(data.props, function (i) { data.vals[i] = el$.css(data.props[i]); }); el$.data(id, data); hookChange(el$, id, data.fnc); }); function hookChange(el$, id, fnc) { el$.each(function () { var el = $(this); if (typeof (el.get(0).onpropertychange) == "object") el.bind("propertychange." + id, fnc); else if ($.browser.mozilla) el.bind("DOMAttrModified." + id, fnc); else itId = setInterval(fnc, interval); }); } function __watcher(id) { var el$ = $(this); var w = el$.data(id); if (!w) return; var _t = this; if (!w.func) return; // must unbind or else unwanted recursion may occur el$.unwatch(id); var changed = false; var i = 0; for (i; i < w.props.length; i++) { var newVal = el$.css(w.props[i]); if (w.vals[i] != newVal) { w.vals[i] = newVal; changed = true; break; } } if (changed) w.func.call(_t, w, i); // rebind event hookChange(el$, id, w.fnc); } } $.fn.unwatch = function (id) { this.each(function () { var el = $(this); var fnc = el.data(id).fnc; try { if (typeof (this.onpropertychange) == "object") el.unbind("propertychange." + id, fnc); else if ($.browser.mozilla) el.unbind("DOMAttrModified." + id, fnc); else clearInterval(id); } // ignore if element was already unbound catch (e) { } }); return this; } There are basically two jQuery functions - watch and unwatch. jQuery.fn.watch(props,func,interval,id) Starts watching an element for changes in the properties specified. props The CSS properties that are to be watched for changes. If any of the specified properties changes the function specified in the second parameter is fired. func (watchData,index) The function fired in response to a changed property. Receives this as the element changed and object that represents the watched properties and their respective values. The first parameter is passed in this structure:    { id: itId, props: [], func: func, vals: [] }; A second parameter is the index of the changed property so data.props[i] or data.vals[i] gets the property value that has changed. interval The interval for setInterval() for those browsers that don't support property watching in the DOM. In milliseconds. id An optional id that identifies this watcher. Required only if multiple watchers might be hooked up to the same element. The default is _watcher if not specified. jQuery.fn.unwatch(id) Unhooks watching of the element by disconnecting the event handlers. id Optional watcher id that was specified in the call to watch. This value can be omitted to use the default value of _watcher. You can also grab the latest version of the  code for this plug-in as well as the shadow in the full library at: http://www.west-wind.com:8080/svn/jquery/trunk/jQueryControls/Resources/ww.jquery.js watcher has no other dependencies although it lives in this larger library. The shadow plug-in depends on watcher.© Rick Strahl, West Wind Technologies, 2005-2011

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  • Retrieve the full ASP.NET Form Buffer as a String

    - by Rick Strahl
    Did it again today: For logging purposes I needed to capture the full Request.Form data as a string and while it’s pretty easy to retrieve the buffer it always takes me a few minutes to remember how to do it. So I finally wrote a small helper function to accomplish this since this comes up rather frequently especially in debugging scenarios or in the immediate window. Here’s the quick function to get the form buffer as string: /// <summary> /// Returns the content of the POST buffer as string /// </summary> /// <returns></returns> public static string FormBufferToString() { HttpRequest Request = HttpContext.Current.Request; if (Request.TotalBytes > 0) return Encoding.Default.GetString(Request.BinaryRead(Request.TotalBytes)); return string.Empty; } Clearly a simple task, but handy to have in your library for reuse. You probably don’t want to call this if you have a massive inbound form buffer, or if the data you’re retrieving is binary. It’s probably a good idea to check the inbound content type before calling this function with something like this: var formBuffer = string.Empty; if (Request.ContentType.StartsWith("text/") || Request.ContentType == "application/x-www-form-urlencoded") ) { formBuffer = FormBufferToString(); } to ensure you’re working only on content types you can actually view as text. Now if I can only remember the name of this function in my library – it’s part of the static WebUtils class in the West Wind Web Toolkit if you want to check out a number of other useful Web helper functions.© Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  

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  • Shuffling algorithm with no "self-mapping"?

    - by OregonTrail
    To randomly shuffle an array, with no bias towards any particular permutation, there is the Knuth Fischer-Yeats algorithm. In Python: #!/usr/bin/env python import sys from random import randrange def KFYShuffle(items): i = len(items) - 1 while i > 0: j = randrange(i+1) # 0 <= j <= i items[j], items[i] = items[i], items[j] i = i - 1 return items print KFYShuffle(range(int(sys.argv[1]))) There is also Sattolo's algorithm, which produces random cycles. In Python: #!/usr/bin/env python import sys from random import randrange def SattoloShuffle(items): i = len(items) while i > 1: i = i - 1 j = randrange(i) # 0 <= j <= i-1 items[j], items[i] = items[i], items[j] return items print SattoloShuffle(range(int(sys.argv[1]))) I'm currently writing a simulation with the following specifications for a shuffling algorithm: The algorithm is unbiased. If a true random number generator was used, no permutation would be more likely than any other. No number ends up at its original index. The input to the shuffle will always be A[i] = i for i from 0 to N-1 Permutations are produced that are not cycles, but still meet specification 2. The cycles produced by Sattolo's algorithm meet specification 2, but not specification 1 or 3. I've been working at creating an algorithm that meets these specifications, what I came up with was equivalent to Sattolo's algorithm. Does anyone have an algorithm for this problem?

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Why do I have a gnomekeyring.IOError when doing "quickly share"?

    - by Agmenor
    When I want to push my app to Launchpad by doing quickly share --verbose, I get the following Gnome Keyring error: Get Launchpad Settings Traceback (most recent call last): File "/usr/share/quickly/templates/ubuntu-application/share.py", line 101, in <module> launchpad = launchpadaccess.initialize_lpi() File "/usr/lib/python2.7/dist-packages/quickly/launchpadaccess.py", line 91, in initialize_lpi allow_access_levels=["WRITE_PRIVATE"]) File "/usr/lib/python2.7/dist-packages/launchpadlib/launchpad.py", line 539, in login_with credential_save_failed, version) File "/usr/lib/python2.7/dist-packages/launchpadlib/launchpad.py", line 342, in _authorize_token_and_login authorization_engine.unique_consumer_id) File "/usr/lib/python2.7/dist-packages/launchpadlib/credentials.py", line 282, in load return self.do_load(unique_key) File "/usr/lib/python2.7/dist-packages/launchpadlib/credentials.py", line 336, in do_load 'launchpadlib', unique_key) File "/usr/lib/python2.7/dist-packages/keyring/core.py", line 34, in get_password return _keyring_backend.get_password(service_name, username) File "/usr/lib/python2.7/dist-packages/keyring/backend.py", line 154, in get_password items = gnomekeyring.find_network_password_sync(username, service) gnomekeyring.IOError ERROR: share command failed Aborting This used to work, so this means that I already have SSH and GPG configured. This is probably part of the explanation: I have this error when I am connected to this machine through a ssh tunnel with X forwarding. But I don't have it when I have physical access to the computer. Could you please give me some indications on what to do?

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  • Fog shader camera problem

    - by MaT
    I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. I don't know how to fix it. Here is the shader code. struct v2f { float4 pos : SV_POSITION; float4 grabUV : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 screenPos : TEXCOORD3; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv_depth = v.texcoord.xy; o.grabUV = ComputeGrabScreenPos(o.pos); half index = v.vertex.z; o.screenPos = ComputeScreenPos(o.pos); o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex); return o; } sampler2D _GrabTexture; float4 frag(v2f IN) : COLOR { float3 uv = UNITY_PROJ_COORD(IN.grabUV); float dpth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, uv)); dpth = LinearEyeDepth(dpth); float4 wsPos = (IN.screenPos + dpth * IN.interpolatedRay); // Here is the problem but how to fix it float fogVert = max(0.0, (wsPos.y - _Depth) * (_DepthScale * 0.1f)); fogVert *= fogVert; fogVert = (exp (-fogVert)); return fogVert; } Thanks a lot !

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  • PLINQ Adventure Land - WaitForAll

    - by adweigert
    PLINQ is awesome for getting a lot of work done fast, but one thing I haven't figured out yet is how to start work with PLINQ but only let it execute for a maximum amount of time and react if it is taking too long. So, as I must admit I am still learning PLINQ, I created this extension in that ignorance. It behaves similar to ForAll<> but takes a timeout and returns false if the threads don't complete in the specified amount of time. Hope this helps someone else take PLINQ further, it definitely has helped for me ...  public static bool WaitForAll<T>(this ParallelQuery<T> query, TimeSpan timeout, Action<T> action) { Contract.Requires(query != null); Contract.Requires(action != null); var exception = (Exception)null; var cts = new CancellationTokenSource(); var forAllWithCancellation = new Action(delegate { try { query.WithCancellation(cts.Token).ForAll(action); } catch (OperationCanceledException) { // NOOP } catch (AggregateException ex) { exception = ex; } }); var mrs = new ManualResetEvent(false); var callback = new AsyncCallback(delegate { mrs.Set(); }); var result = forAllWithCancellation.BeginInvoke(callback, null); if (mrs.WaitOne(timeout)) { forAllWithCancellation.EndInvoke(result); if (exception != null) { throw exception; } return true; } else { cts.Cancel(); return false; } }

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  • Context Sensitive JTable

    - by Geertjan
    Here's a plain old JTable on the NetBeans Platform. Whenever the toolbar button is clicked, information about the currently selected row is displayed in the status bar: Normally, the above would be achieved in NetBeans Platform applications via Nodes publishing their underlying business object when the selection changes. In this case, there are no Nodes at all. There's only a JTable and a DefaultTableModel, i.e., all pure Java Swing. So, how does it work? To follow the logic, it makes sense to create the example yourself, starting with the Stock object: public class Stock {     String name;     String desc;     public Stock() {     }     public Stock(String name, String desc) {         this.name = name;         this.desc = desc;     }     public String getDesc() {         return desc;     }     public String getName() {         return name;     }     public void setDesc(String desc) {         this.desc = desc;     }     public void setName(String name) {         this.name = name;     } } Next, create a new Window Component via the wizard and then rewrite the constructor as follows: public final class MyWindowTopComponent extends TopComponent {     private final InstanceContent ic = new InstanceContent();     public MyWindowTopComponent() {         initComponents();         //Statically create a few stocks,         //in reality these would come from a data source         //of some kind:         List<Stock> list = new ArrayList();         list.add(new Stock("AMZN", "Amazon"));         list.add(new Stock("BOUT", "About.com"));         list.add(new Stock("Something", "Something.com"));         //Create a JTable, passing the List above         //to a DefaultTableModel:         final JTable table = new JTable(StockTableModel (list));         //Whenever the mouse is clicked on the table,         //somehow construct a new Stock object //(or get it from the List above) and publish it:         table.addMouseListener(new MouseAdapter() {             @Override             public void mousePressed(MouseEvent e) {                 int selectedColumn = table.getSelectedColumn();                 int selectedRow = table.getSelectedRow();                 Stock s = new Stock();                 if (selectedColumn == 0) {                     s.setName(table.getModel().getValueAt(selectedRow, 0).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 1).toString());                 } else {                     s.setName(table.getModel().getValueAt(selectedRow, 1).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 0).toString());                 }                 ic.set(Collections.singleton(s), null);             }         });         JScrollPane scrollPane = new JScrollPane(table);         add(scrollPane, BorderLayout.CENTER);         //Put the dynamic InstanceContent into the Lookup:         associateLookup(new AbstractLookup(ic));     }     private DefaultTableModel StockTableModel (List<Stock> stockList) {         DefaultTableModel stockTableModel = new DefaultTableModel() {             @Override             public boolean isCellEditable(int row, int column) {                 return false;             }         };         Object[] columnNames = new Object[2];         columnNames[0] = "Symbol";         columnNames[1] = "Name";         stockTableModel.setColumnIdentifiers(columnNames);         Object[] rows = new Object[2];         ListIterator<Stock> stockListIterator = stockList.listIterator();         while (stockListIterator.hasNext()) {             Stock nextStock = stockListIterator.next();             rows[0] = nextStock.getName();             rows[1] = nextStock.getDesc();             stockTableModel.addRow(rows);         }         return stockTableModel;     }     ...     ...     ... And now, since you're publishing a new Stock object whenever the user clicks in the table, you can create loosely coupled Actions, like this: @ActionID(category = "Edit", id = "org.my.ui.ShowStockAction") @ActionRegistration(iconBase = "org/my/ui/Datasource.gif", displayName = "#CTL_ShowStockAction") @ActionReferences({     @ActionReference(path = "Menu/File", position = 1300),     @ActionReference(path = "Toolbars/File", position = 300) }) @Messages("CTL_ShowStockAction=Show Stock") public final class ShowStockAction implements ActionListener {     private final Stock context;     public ShowStockAction(Stock context) {         this.context = context;     }     @Override     public void actionPerformed(ActionEvent ev) {         StatusDisplayer.getDefault().setStatusText(context.getName() + " / " + context.getDesc());     } }

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • Best practice settings Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice settings effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply() is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply() is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply() is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of Set-operation like: private Matrix _world; public Matrix World { get{ return _world;} set { if(value == world)return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } Thanking you in anticipation

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  • Creating Custom validation rule and register it

    - by FormsEleven
    What is Validation Rule? A validation rule is a piece of code that performs some check ensuring that data meets given constraints.In an enterprise application development environment, often it might require developers to have validation be performed based on some logic at several places across projects. Instead of redundant validation creation, a custom validation rule provides a library with a validation rules that can be registered and used across applications.A custom Validation is encapsulated in a reusable component so that you do not have to write it every time when you need to do input validation. Here is how we can easily implement a custom validation that checks for name of an employee to be "KING" For creating a custom Validation , 1.         Create Generic Application Workspace "CustomValidator" with the project "Model" 2.         Create an BC4J based on emp table. 3.         Create a custom validation rule.In EmpNamerule class, update the validateValue(..) method as follows:  public boolean validateValue(Object value) { EntityImpl emp = (EntityImpl)value; if(emp.getAttribute("Ename").toString().equals("KING")){ return false; } return true; } Create ADF Library: Next step would be to create ADF library. Create ADF library with name lets say testADFLibrary1.jarRegister ADF Library Next step is to register the ADF library , so that its available across the applications. Invoke the menu "Tools -> Preferences"Select the option "Business Components -> Registered Rules" from left paneClick on button "Pick Library". The dialog "Select Library" comes up with  the user library addedAdd new library' that points to the above jarCheck the checkbox "Register" and set the name for the rule Sample UsageHere is how we can easily implement a validation rule that restrict the name of the employee not to be "KING".Create new Application with BC4J based on EMP table.Create new validation under Business rule tab for Ename & select the above custom validation rule.Run the AppModule tester.

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  • Validar Textbox para aceptar solo n&uacute;meros

    - by Jason Ulloa
    Una de las necesidades más habituales en el desarrollo es poder validar los controles Textbox para que solo acepten valore numéricos. En este post eso es lo que haremos, nos apoyaremos en el lenguaje javascript para validar nuestro textbox del lado del cliente. Nuestro primer paso será crear la función JavaScript que hará el trabajo, para ello agregamos las etiquetas de javascript <script type="text/javascript"> </script> Posteriormente dentro de esas etiquetas agregaremos el script que hará el trabajo function ValidNum(e) { var tecla= document.all ? tecla = e.keyCode : tecla = e.which; return ((tecla > 47 && tecla < 58) || tecla == 46); } Por último iremos al code behind de la página y en el evento Load agregaremos un nuevo evento al textbox para que reconozca el script. protected void Page_Load(object sender, EventArgs e) { TextBox1.Attributes.Add("onkeypress", "javascript:return ValidNum(event);"); } Con esto, tenemos el textbox validado para aceptar solo números y el punto.

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  • Is this method pure?

    - by Thomas Levesque
    I have the following extension method: public static IEnumerable<T> Apply<T>( [NotNull] this IEnumerable<T> source, [NotNull] Action<T> action) where T : class { source.CheckArgumentNull("source"); action.CheckArgumentNull("action"); return source.ApplyIterator(action); } private static IEnumerable<T> ApplyIterator<T>(this IEnumerable<T> source, Action<T> action) where T : class { foreach (var item in source) { action(item); yield return item; } } It just applies an action to each item of the sequence before returning it. I was wondering if I should apply the Pure attribute (from Resharper annotations) to this method, and I can see arguments for and against it. Pros: strictly speaking, it is pure; just calling it on a sequence doesn't alter the sequence (it returns a new sequence) or make any observable state change calling it without using the result is clearly a mistake, since it has no effect unless the sequence is enumerated, so I'd like Resharper to warn me if I do that. Cons: even though the Apply method itself is pure, enumerating the resulting sequence will make observable state changes (which is the point of the method). For instance, items.Apply(i => i.Count++) will change the values of the items every time it's enumerated. So applying the Pure attribute is probably misleading... What do you think? Should I apply the attribute or not?

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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  • What are the best practices for phasing out obsolete code?

    - by P.Brian.Mackey
    I have the need to phase out an obsolete method. I am aware of the [Obsolete] attribute. Does Microsoft have a recommended best practice guide for doing this? Here's my current plan: A. I do not want to create a new assembly because developers would have to add a new reference to their projects and I expect to get a lot of grief from my boss and co-workers if they must do this. We also do not maintain multiple assembly versions. We only use the latest version. Changing this practice would require changing our deployment process which is a big issue (have to teach people how to do things with TFS instead of FinalBuilder and get them to give up FinalBuilder) B. Mark the old method obsolete. C. Because the implementation is changing (not the method signature), I need to rename the method rather than create an overload. So, to make users aware of the proper method I plan to add a message to the [Obsolete] attribute. This part bothers me, because the only change I'm making is decoupling the method from the connection string. But, because I'm not adding a new assembly, I see no way around this. Result: [Obsolete("Please don't use this anymore because it does not implement IMyDbProvider. Use XXX instead.")]; /// <summary> /// /// </summary> /// <param name="settingName"></param> /// <returns></returns> public static Dictionary<string, Setting> ReadSettings(string settingName) { return ReadSettings(settingName, SomeGeneralClass.ConnectionString); } public Dictionary<string, Setting> ReadSettings2(string settingName) { return ReadSettings(settingName);// IMyDbProvider.ConnectionString private member added to class. Probably have to make this an instance method. }

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Using Exception Handler in an ADF Task Flow

    - by anmprs
    Problem Statement: Exception thrown in a task flow gets wrapped in an exception that gives an unintelligible error message to the user. Figure 1 Solution 1. Over-writing the error message with a user-friendly error message. Figure 2 Steps to code 1. Generating an exception: Write a method that throws an exception and drop it in the task flow.2. Adding an Exception Handler: Write a method (example below) to overwrite the Error in the bean or data control and drop the method in the task flow. Figure 3 This method is marked as the Exception Handler by Right-Click on method > Mark Activity> Exception Handler or by the button that is displayed in this screenshot Figure 4 The Final task flow should look like this. This will overwrite the exception with the error message in figure 2. Note: There is no need for a control flow between the two method calls (as shown below). Figure 5 Solution 2: Re-Routing the task flow to display an error page Figure 6 Steps to code 1. This is the same as step 1 of solution 1.2. Adding an Exception Handler: The Exception handler is not always a method; in this case it is implemented on a task flow return.  The task flow looks like this. Figure 7 In the figure below you will notice that the task flow return points to a control flow ‘error’ in the calling task flow. Figure 8 This control flow in turn goes to a view ‘error.jsff’ which contains the error message that one wishes to display.  This can be seen in the figure below. (‘withErrorHandling’ is a  call to the task flow in figure 7) Figure 9

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  • Update the model on HttpPost and render the changes in the View

    - by Etienne Giust
    With MVC3, I came over that problem where I was rendering a view with an updated model at the end of an HttpPost and the changes to the model were never applied to the rendered view :   NOT working as expected ! [HttpPost]         public ActionResult Edit(JobModel editedJobModel)         {             // Update some model property             editedJobModel.IsActive = true;                          // The view will NOT be updated as expected             return View(editedJobModel);         }   This is the standard behavior. In MVC3, POSTing the model does not render the Html helpers again. In my example, a HiddenFor bound to the IsActive value will not have its value set to true after the view is rendered.   Are you stuck, then ?   Well, for one, you’re not supposed to do that: in an ideal world you are supposed to apply the Post/Redirect/Get pattern. You would redirect to a new GET after your POST performed its actions. That’s what I usually do, but sometimes, when maintaining code and implementing slight changes to a pre-existing and tested logic, one prefers to keep structural changes to a minimum.   If you really have to (but my advice is to try to implement the PRG pattern whenever possible), here is a solution to alter values of the model on a POST and have the MVC engine render it correctly :   Solution [HttpPost] public ActionResult Edit(JobModel editedJobModel) {     // NOT WORKING : Update some model property     //editedJobModel.IsActive = true;     //Force ModelState value for IsActive property     ModelState["IsActive"].Value = new ValueProviderResult(true, "True", null);          // The view will be updated as expected     return View(editedJobModel); }   As you can see, it is a “dirty” solution, as the name (as a  string) of the updated property is used as a key of the ModelState dictionary. Also, the use of ValueProviderResult is not that straightforward.   But hey, it works.

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  • Force Blank TextBox with ASP.Net MVC Html.TextBox

    - by Doug Lampe
    I recently ran into a problem with the following scenario: I have data with a parent/child data with a one-to-many relationship from the parent to the child. I want to be able to update parent and existing child data AND add a new child record all in a single post. I don't want to create a model just to store the new values. One of the things I LOVE about MVC is how flexible it is in dealing with posted data.  If you have data that isn't in your model, you can simply use the non-strongly-typed HTML helper extensions and pass the data into your actions as parameters or use the FormCollection.  I thought this would give me the solution I was looking for.  I simply used Html.TextBox("NewChildKey") and Html.TextBox("NewChildValue") and added parameters to my action to take the new values.  So here is what my action looked like: [HttpPost] public ActionResult EditParent(int? id, string newChildKey, string newChildValue, FormCollection forms) {     Model model = ModelDataHelper.GetModel(id ?? 0);     if (model != null)     {         if (TryUpdateModel(model))         {             if (ModelState.IsValid)             {                 model = ModelDataHelper.UpdateModel(model);             }             string[] keys = forms.GetValues("ChildKey");             string[] values = forms.GetValues("ChildValue");             ModelDataHelper.UpdateChildData(id ?? 0, keys, values);             ModelDataHelper.AddChildData(id ?? 0, newChildKey, newChildValue);             model = ModelDataHelper.GetModel(id ?? 0);         }        return View(report);     }    return new EmptyResult(); } The only problem with this is that MVC is TOO smart.  Even though I am not using a model to store the new child values, MVC still passes the values back to the text boxes via the model state.  The fix for this is simple but not necessarily obvious, simply remove the data from the model state before returning the view: ModelState.Remove("NewChildKey"); ModelState.Remove("NewChildValue"); Two lines of code to save a lot of headaches.

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