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  • Using PHP as template language

    - by Kunal
    I wrote up this quick class to do templating via PHP -- I was wondering if this is easily exploitable if I were ever to open up templating to users (not the immediate plan, but thinking down the road). class Template { private $allowed_methods = array( 'if', 'switch', 'foreach', 'for', 'while' ); private function secure_code($template_code) { $php_section_pattern = '/\<\?(.*?)\?\>/'; $php_method_pattern = '/([a-zA-Z0-9_]+)[\s]*\(/'; preg_match_all($php_section_pattern, $template_code, $matches); foreach (array_unique($matches[1]) as $index => $code_chunk) { preg_match_all($php_method_pattern, $code_chunk, $sub_matches); $code_allowed = true; foreach ($sub_matches[1] as $method_name) { if (!in_array($method_name, $this->allowed_methods)) { $code_allowed = false; break; } } if (!$code_allowed) { $template_code = str_replace($matches[0][$index], '', $template_code); } } return $template_code; } public function render($template_code, $params) { extract($params); ob_start(); eval('?>'.$this->secure_code($template_code).'<?php '); $result = ob_get_contents(); ob_end_clean(); return $result; } } Example usage: $template_code = '<?= $title ?><? foreach ($photos as $photo): ?><img src="<?= $photo ?>"><? endforeach ?>'; $params = array('title' => 'My Title', 'photos' => array('img1.jpg', 'img2.jpg')); $template = new Template; echo $template->render($template_code, $params); The idea here is that I'd store the templates (PHP code) in the database, and then run it through the class which uses regular expressions to only allow permitted methods (if, for, etc.). Anyone see an obvious way to exploit this and run arbitrary PHP? If so, I'll probably go the more standard route of a templating language such as Smarty...

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  • Drupal theme preprocess function - primary links and suckerfish menus

    - by slimcady
    I have a preprocess function that works fine when the menu is single level list. However I would like it to work w/ suckerfish menus. I want to add a class to the top level menu item so that I can style it. This is the code I used for the single level menu: function cti_flex_preprocess_page(&$vars, $hook) { // Make a shortcut for the primary links variables $primary_links = $vars['primary_links']; // Loop thru the menu, adding a new class for CSS selectors $i = 1; foreach ($primary_links as $link => $attributes){ // Append the new class to existing classes for each menu item $class = $attributes['attributes']['class'] . " item-$i"; // Add revised classes back to the primary links temp variable $primary_links[$link]['attributes']['class'] = $class; $link['title'] = '<span class="hide">' . check_plain($link['title']) . '</span>'; $i++; } // end the foreach loop // reset the variable to contain the new markup $vars['primary_links'] = $primary_links; } I've been trying to use the menu_tree() function to no avail, for example: function cti_flex_preprocess_page(&$vars, $hook) { // Make a shortcut for the primary links variables $primary_links = $vars['primary_links']; // Loop thru the menu, adding a new class for CSS selectors $i = 1; foreach ($primary_links as $link => $attributes){ // Append the new class to existing classes for each menu item $class = $attributes['attributes']['class'] . " item-$i"; // Add revised classes back to the primary links temp variable $primary_links[$link]['attributes']['class'] = $class; $link['title'] = '<span class="hide">' . check_plain($link['title']) . '</span>'; $i++; } // end the foreach loop // reset the variable to contain the new markup $vars['primary_links_tree'] = menu_tree(variable_get('menu_primary_links_source', '$primary_links')); } Any ideas would be greatly appreciated.

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  • Visitor Pattern can be replaced with Callback functions?

    - by getit
    Is there any significant benefit to using either technique? In case there are variations, the Visitor Pattern I mean is this: http://en.wikipedia.org/wiki/Visitor_pattern And below is an example of using a delegate to achieve the same effect (at least I think it is the same) Say there is a collection of nested elements: Schools contain Departments which contain Students Instead of using the Visitor pattern to perform something on each collection item, why not use a simple callback (Action delegate in C#) Say something like this class Department { List Students; } class School { List Departments; VisitStudents(Action<Student> actionDelegate) { foreach(var dep in this.Departments) { foreach(var stu in dep.Students) { actionDelegate(stu); } } } } School A = new School(); ...//populate collections A.Visit((student)=> { ...Do Something with student... }); *EDIT Example with delegate accepting multiple params Say I wanted to pass both the student and department, I could modify the Action definition like so: Action class School { List Departments; VisitStudents(Action<Student, Department> actionDelegate, Action<Department> d2) { foreach(var dep in this.Departments) { d2(dep); //This performs a different process. //Using Visitor pattern would avoid having to keep adding new delegates. //This looks like the main benefit so far foreach(var stu in dep.Students) { actionDelegate(stu, dep); } } } }

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  • does entity framework or mysql provider swallows timeout exceptions on enumeration of result?!

    - by Freddy Rios
    I'm trying to make sense of a situation I have using entity framework on .net 3.5 sp1 + MySQL 6.1.2.0 as the provider. It involves the following code: Response.Write("Products: " + plist.Count() + "<br />"); var total = 0; foreach (var p in plist) { //... some actions total++; //... other actions } Response.Write("Total Products Checked: " + total + "<br />"); Basically the total products is varying on each run, and it isn't matching the full total in plist. Its varies widely, from ~ 1/5th to half. There isn't any control flow code inside the foreach i.e. no break, continue, try/catch, conditions around total++, anything that could affect the count. As confirmation, there are other totals captured inside the loop related to the actions, and those match the lower and higher total runs. I don't find any reason to the above, other than something in entity framework or the mysql provider that causes it to end the foreach when retrieving an item. The body of the foreach can have some good variation in time, as the actions involve file & network access, my best shot at the time is that when it takes beyond certain threshold there is some type of timeout in the underlying framework/provider and instead of causing an exception it is silently reporting no more items for enumeration. Can anyone give some light in the above scenario and/or confirm if the entity framework/mysql provider has the above behavior?

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  • Display two array's in the same table

    - by Naeem Ahmed
    $row = $query->fetchAll(PDO::FETCH_ASSOC); $num_rows = count($row); for ($i = 0; $i < $num_rows; $i++) { $title = htmlspecialchars($row[$i]['title']); $author =htmlspecialchars($row[$i]['author']); $school =htmlspecialchars($row[$i]['school']); $solution = $row[$i]['solution']; $notes = $row[$i]['notes']; $ad = array($title, $price, $author, $school, $contact, $content, $date); $inlcude = array($solutions, $notes); $field = 0; echo "<table border='1'>"; // foreach($inlcude as $in) This failled miserably foreach ($ad as $post) { if ($field < 3) //The first three values are placed in the first row { echo "<td>$post</td>"; } if ($field >= 3) { echo "<tr><td>$post</td><td>$in</td></tr>"; } $field++; } echo '</table>'; } I have two arrays and I would like to display them in different columns in my table. $ad displays perfectly fine but I'm having trouble displaying the contents in $inlcude in the second column. I've tried putting another foreach loop to iterate through contents of the second array but that really screws up my table by placing random values in different places on the table. Besides the foreach loop, I don't know of any other way to iterate through the array. Any suggestions would be appreciated.Thanks!

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  • How to create a generic method in C# that's all applicable to many types - ints, strings, doubles et

    - by satyajit
    Let's I have a method to remove duplicates in an integer Array public int[] RemoveDuplicates(int[] elems) { HashSet<int> uniques = new HashSet<int>(); foreach (int item in elems) uniques.Add(item); elems = new int[uniques.Count]; int cnt = 0; foreach (var item in uniques) elems[cnt++] = item; return elems; } How can I make this generic such that now it accepts a string array and remove duplicates in it? How about a double array? I know I am probably mixing things here in between primitive and value types. For your reference the following code won't compile public List<T> RemoveDuplicates(List<T> elems) { HashSet<T> uniques = new HashSet<T>(); foreach (var item in elems) uniques.Add(item); elems = new List<T>(); int cnt = 0; foreach (var item in uniques) elems[cnt++] = item; return elems; } The reason is that all generic types should be closed at run time. Thanks for you comments

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  • Is there a better loop I could write to reduce database queries?

    - by dmanexe
    Below is some code I've written that is effective, but makes too many database queries. Is there a way I could optimize and reduce the number of queries but have conditional statements still be as effective as below? I pasted the code repeated a few times just for good measure. echo "<h3>Pool Packages</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Pool Packages") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Pool Packages") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Water Features</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Water Features") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Water Features") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Waterfall Rock Work</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE) { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Waterfall Rock Work") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Sheer Descents</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Sheer Descents") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Sheer Descents") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Booster Pump</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Booster Pump") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Booster Pump") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Pool Concrete Decking</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Pool Concrete Decking") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Pool Concrete Decking") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Solar Heating</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Solar Heating") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Solar Heating") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { } endforeach; echo "</ul>"; echo "<h3>Raised Bond Beam</h3>"; echo "<ul>"; foreach ($items as $item): $this->db->where('id', $item['id']); $query = $this->db->get('items')->row(); if ($item['quantity'] > 1 && $item['quantity'] == TRUE && $query->category == "Raised Bond Beam") { $newprice = $item['quantity'] * $query->price; $totals[] = $newprice; } else { $newprice = $query->price; $totals[] = $newprice; } if ($query->category == "Raised Bond Beam") { echo "<li>" . $query->name . " (QTY: " . $item['quantity'] . " x = " . str_ireplace(" ", "", money_format('%(#10n', $newprice)) . ")</li>"; } else { echo "<li>None</li>"; } endforeach; echo "</ul>"; It goes on beyond this to several more categories, but I don't know how to handle looping through this best. Thanks!

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  • Enlist a table's columns in other component

    - by bungrudi
    The main goal is to have a dropdown menu where each of its menuItems represents one column of a <rich:extendedDataTable />. Above the table I have this: <rich:dropDownMenu value="Column visibility" submitMode="none" direction="bottom-right"> <c:forEach var="columnConfigVO" items="#{gridConfigurationManager.getColumnConfigs(listId)}"> <rich:menuItem value="columnConfigVO.columnId" /> </c:forEach> </rich:dropDownMenu> And then bellow that I have the usual <rich:extendedDataTable /> with its columns. I register the table columns to gridConfigurationManager component by overriding beforeRenderResponse() in ExtendedDataTable class. The problem is that <c:forEach /> is executing before renderResponse phase, thus gridConfigurationManager.getColumnConfigs(listId) return empty. The question is, how do I register the columns in gridConfigurationManager component before <c:forEach /> start executing? Or, anyone know a different approach to accomplish this? Thanks.

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  • Recursive Iterators

    - by soandos
    I am having some trouble making an iterator that can traverse the following type of data structure. I have a class called Expression, which has one data member, a List<object>. This list can have any number of children, and some of those children might be other Expression objects. I want to traverse this structure, and print out every non-list object (but I do want to print out the elements of the list of course), but before entering a list, I want to return "begin nest" and after I just exited a list, I want to return "end nest". I was able to do this if I ignored the class wherever possible, and just had List<object> objects with List<object> items if I wanted a subExpression, but I would rather do away with this, and instead have an Expressions as the sublists (it would make it easier to do operations on the object. I am aware that I could use extension methods on the List<object> but it would not be appropriate (who wants an Evaluate method on their list that takes no arguments?). The code that I used to generate the origonal iterator (that works) is: public IEnumerator GetEnumerator(){ return theIterator(expr).GetEnumerator(); } private IEnumerable theIterator(object root) { if ((root is List<object>)){ yield return " begin nest "; foreach (var item in (List<object>)root){ foreach (var item2 in theIterator(item)){ yield return item2; } } yield return " end nest "; } else yield return root; } A type swap of List<object> for expression did not work, and lead to a stackOverflow error. How should the iterator be implemented? Update: Here is the swapped code: public IEnumerator GetEnumerator() { return this.GetEnumerator(); } private IEnumerable theIterator(object root) { if ((root is Expression)) { yield return " begin nest "; foreach (var item in (Expression)root) { foreach (var item2 in theIterator(item)) yield return item2; } yield return " end nest "; } else yield return root; }

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  • html/js: Refresh 'Select' options

    - by framara
    Hi, There's a class 'Car' with brand and model as properties. I have a list of items of this class List<Car> myCars. I need to represent in a JSP website 2 ComboBox, one for brand and another for model, that when you select the brand, in the model list only appear the ones from that brand. I don't know how to do this in a dynamic way. Any suggestion where to start? Thanks Update Ok, what I do now is send in the request a list with all the brand names, and a list of the items. The JSP code is like: <select name="manufacturer" id="id_manufacturer" onchange="return getManufacturer();"> <option value=""></option> <c:forEach items="${manufacturers}" var="man"> <option value="${man}" >${man}</option> </c:forEach> </select> <select name="model" id="id_model"> <c:forEach items="${mycars}" var="car"> <c:if test="${car.manufacturer eq man_selected}"> <option value="${car.id}">${car.model}</option> </c:if> </c:forEach> </select> <script> function getManufacturer() { man_selected = document.getElementById('id_manufacturer').value; } </script> How do I do to refresh the 'model' select options according to the selected 'man_selected' ?

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  • Make an abstract class or use a processor?

    - by Tim Murphy
    I'm developing a class to compare two directories and run an action when a directory/file in the source directory does not exist in destination directory. Here is a prototype of the class: public abstract class IdenticalDirectories { private DirectoryInfo _sourceDirectory; private DirectoryInfo _destinationDirectory; protected abstract void DirectoryExists(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); protected abstract void DirectoryDoesNotExist(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); protected abstract void FileExists(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); protected abstract void FileDoesNotExist(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); public IdenticalDirectories(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory) { ... } public void Run() { foreach (DirectoryInfo sourceSubDirectory in _sourceDirectory.GetDirectories()) { DirectoryInfo destinationSubDirectory = this.GetDestinationDirectoryInfo(subDirectory); if (destinationSubDirectory.Exists()) { this.DirectoryExists(sourceSubDirectory, destinationSubDirectory); } else { this.DirectoryDoesNotExist(sourceSubDirectory, destinationSubDirectory); } foreach (FileInfo sourceFile in sourceSubDirectory.GetFiles()) { FileInfo destinationFile = this.GetDestinationFileInfo(sourceFile); if (destinationFile.Exists()) { this.FileExists(sourceFile, destinationFile); } else { this.FileDoesNotExist(sourceFile, destinationFile); } } } } } The above prototype is an abstract class. I'm wondering if it would be better to make the class non-abstract and have the Run method receiver a processor? eg. public void Run(IIdenticalDirectoriesProcessor processor) { foreach (DirectoryInfo sourceSubDirectory in _sourceDirectory.GetDirectories()) { DirectoryInfo destinationSubDirectory = this.GetDestinationDirectoryInfo(subDirectory); if (destinationSubDirectory.Exists()) { processor.DirectoryExists(sourceSubDirectory, destinationSubDirectory); } else { processor.DirectoryDoesNotExist(sourceSubDirectory, destinationSubDirectory); } foreach (FileInfo sourceFile in sourceSubDirectory.GetFiles()) { FileInfo destinationFile = this.GetDestinationFileInfo(sourceFile); if (destinationFile.Exists()) { processor.FileExists(sourceFile, destinationFile); } else { processor.FileDoesNotExist(sourceFile, destinationFile); } } } } What do you see as the pros and cons of each implementation?

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  • Smarty/PHP loop not being passed to IE(Pc) or Chrome/FF(Mac)

    - by Kyle Sevenoaks
    Hi, I've been working on a site that has a lot of PHP/Smarty involved, I've been asked to re-skin a webstore checkout process, but during this we've discovered this issue. This particular quirk is one part of a tax calculation that doesn't get sent to the browser in IE for PC and Chrome/FF for the Mac. It's NOT in the output source in the browsers, but is in FF, Chrome and Opera on the PC. Here is the code that doesn't "work:" {foreach $cart.taxes.$currency as $tax} <div id="subTotalCaption2"><p style="width:100px;">{$tax.name_lang}:</p></div> <div id="taxAmount2"><p>{$tax.formattedAmount}</p></div> {/foreach} It's not a CSS issue as if you go all the way through the checkout process and then back to the order page (Not using the back button, using the on-site links) it works. There is another calculation on the last page of the process that does the same thing: {foreach from=$order.taxes.$currency item="tax"} <tr> <td colspan="{$colspan}" class="tax">{$tax.name_lang}:</td> <td>{$tax.formattedAmount}</td> </tr> {/foreach} I guess my question is what could cause this to not be read (Parsed?) in IE and the mac but other browsers do it fine on the PC. Thanks.

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  • More Fun with C# Iterators and Generators

    - by James Michael Hare
    In my last post, I talked quite a bit about iterators and how they can be really powerful tools for filtering a list of items down to a subset of items.  This had both pros and cons over returning a full collection, which, in summary, were:   Pros: If traversal is only partial, does not have to visit rest of collection. If evaluation method is costly, only incurs that cost on elements visited. Adds little to no garbage collection pressure.    Cons: Very slight performance impact if you know caller will always consume all items in collection. And as we saw in the last post, that con for the cost was very, very small and only really became evident on very tight loops consuming very large lists completely.    One of the key items to note, though, is the garbage!  In the traditional (return a new collection) method, if you have a 1,000,000 element collection, and wish to transform or filter it in some way, you have to allocate space for that copy of the collection.  That is, say you have a collection of 1,000,000 items and you want to double every item in the collection.  Well, that means you have to allocate a collection to hold those 1,000,000 items to return, which is a lot especially if you are just going to use it once and toss it.   Iterators, though, don't have this problem.  Each time you visit the node, it would return the doubled value of the node (in this example) and not allocate a second collection of 1,000,000 doubled items.  Do you see the distinction?  In both cases, we're consuming 1,000,000 items.  But in one case we pass back each doubled item which is just an int (for example's sake) on the stack and in the other case, we allocate a list containing 1,000,000 items which then must be garbage collected.   So iterators in C# are pretty cool, eh?  Well, here's one more thing a C# iterator can do that a traditional "return a new collection" transformation can't!   It can return **unbounded** collections!   I know, I know, that smells a lot like an infinite loop, eh?  Yes and no.  Basically, you're relying on the caller to put the bounds on the list, and as long as the caller doesn't you keep going.  Consider this example:   public static class Fibonacci {     // returns the infinite fibonacci sequence     public static IEnumerable<int> Sequence()     {         int iteration = 0;         int first = 1;         int second = 1;         int current = 0;         while (true)         {             if (iteration++ < 2)             {                 current = 1;             }             else             {                 current = first + second;                 second = first;                 first = current;             }             yield return current;         }     } }   Whoa, you say!  Yes, that's an infinite loop!  What the heck is going on there?  Yes, that was intentional.  Would it be better to have a fibonacci sequence that returns only a specific number of items?  Perhaps, but that wouldn't give you the power to defer the execution to the caller.   The beauty of this function is it is as infinite as the sequence itself!  The fibonacci sequence is unbounded, and so is this method.  It will continue to return fibonacci numbers for as long as you ask for them.  Now that's not something you can do with a traditional method that would return a collection of ints representing each number.  In that case you would eventually run out of memory as you got to higher and higher numbers.  This method, though, never runs out of memory.   Now, that said, you do have to know when you use it that it is an infinite collection and bound it appropriately.  Fortunately, Linq provides a lot of these extension methods for you!   Let's say you only want the first 10 fibonacci numbers:       foreach(var fib in Fibonacci.Sequence().Take(10))     {         Console.WriteLine(fib);     }   Or let's say you only want the fibonacci numbers that are less than 100:       foreach(var fib in Fibonacci.Sequence().TakeWhile(f => f < 100))     {         Console.WriteLine(fib);     }   So, you see, one of the nice things about iterators is their power to work with virtually any size (even infinite) collections without adding the garbage collection overhead of making new collections.    You can also do fun things like this to make a more "fluent" interface for for loops:   // A set of integer generator extension methods public static class IntExtensions {     // Begins counting to inifity, use To() to range this.     public static IEnumerable<int> Every(this int start)     {         // deliberately avoiding condition because keeps going         // to infinity for as long as values are pulled.         for (var i = start; ; ++i)         {             yield return i;         }     }     // Begins counting to infinity by the given step value, use To() to     public static IEnumerable<int> Every(this int start, int byEvery)     {         // deliberately avoiding condition because keeps going         // to infinity for as long as values are pulled.         for (var i = start; ; i += byEvery)         {             yield return i;         }     }     // Begins counting to inifity, use To() to range this.     public static IEnumerable<int> To(this int start, int end)     {         for (var i = start; i <= end; ++i)         {             yield return i;         }     }     // Ranges the count by specifying the upper range of the count.     public static IEnumerable<int> To(this IEnumerable<int> collection, int end)     {         return collection.TakeWhile(item => item <= end);     } }   Note that there are two versions of each method.  One that starts with an int and one that starts with an IEnumerable<int>.  This is to allow more power in chaining from either an existing collection or from an int.  This lets you do things like:   // count from 1 to 30 foreach(var i in 1.To(30)) {     Console.WriteLine(i); }     // count from 1 to 10 by 2s foreach(var i in 0.Every(2).To(10)) {     Console.WriteLine(i); }     // or, if you want an infinite sequence counting by 5s until something inside breaks you out... foreach(var i in 0.Every(5)) {     if (someCondition)     {         break;     }     ... }     Yes, those are kinda play functions and not particularly useful, but they show some of the power of generators and extension methods to form a fluid interface.   So what do you think?  What are some of your favorite generators and iterators?

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  • TFS API Change WorkItem CreatedDate And ChangedDate To Historic Dates

    - by Tarun Arora
    There may be times when you need to modify the value of the fields “System.CreatedDate” and “System.ChangedDate” on a work item. Richard Hundhausen has a great blog with ample of reason why or why not you should need to set the values of these fields to historic dates. In this blog post I’ll show you, Create a PBI WorkItem linked to a Task work item by pre-setting the value of the field ‘System.ChangedDate’ to a historic date Change the value of the field ‘System.Created’ to a historic date Simulate the historic burn down of a task type work item in a sprint Explain the impact of updating values of the fields CreatedDate and ChangedDate on the Sprint burn down chart Rules of Play      1. You need to be a member of the Project Collection Service Accounts              2. You need to use ‘WorkItemStoreFlags.BypassRules’ when you instantiate the WorkItemStore service // Instanciate Work Item Store with the ByPassRules flag _wis = new WorkItemStore(_tfs, WorkItemStoreFlags.BypassRules);      3. You cannot set the ChangedDate         - Less than the changed date of previous revision         - Greater than current date Walkthrough The walkthrough contains 5 parts 00 – Required References 01 – Connect to TFS Programmatically 02 – Create a Work Item Programmatically 03 – Set the values of fields ‘System.ChangedDate’ and ‘System.CreatedDate’ to historic dates 04 – Results of our experiment Lets get started………………………………………………… 00 – Required References Microsoft.TeamFoundation.dll Microsoft.TeamFoundation.Client.dll Microsoft.TeamFoundation.Common.dll Microsoft.TeamFoundation.WorkItemTracking.Client.dll 01 – Connect to TFS Programmatically I have a in depth blog post on how to connect to TFS programmatically in case you are interested. However, the code snippet below will enable you to connect to TFS using the Team Project Picker. // Services I need access to globally private static TfsTeamProjectCollection _tfs; private static ProjectInfo _selectedTeamProject; private static WorkItemStore _wis; // Connect to TFS Using Team Project Picker public static bool ConnectToTfs() { var isSelected = false; // The user is allowed to select only one project var tfsPp = new TeamProjectPicker(TeamProjectPickerMode.SingleProject, false); tfsPp.ShowDialog(); // The TFS project collection _tfs = tfsPp.SelectedTeamProjectCollection; if (tfsPp.SelectedProjects.Any()) { // The selected Team Project _selectedTeamProject = tfsPp.SelectedProjects[0]; isSelected = true; } return isSelected; } 02 – Create a Work Item Programmatically In the below code snippet I have create a Product Backlog Item and a Task type work item and then link them together as parent and child. Note – You will have to set the ChangedDate to a historic date when you created the work item. Remember, If you try and set the ChangedDate to a value earlier than last assigned you will receive the following exception… TF26212: Team Foundation Server could not save your changes. There may be problems with the work item type definition. Try again or contact your Team Foundation Server administrator. If you notice below I have added a few seconds each time I have modified the ‘ChangedDate’ just to avoid running into the exception listed above. // Create Linked Work Items and return Ids private static List<int> CreateWorkItemsProgrammatically() { // Instantiate Work Item Store with the ByPassRules flag _wis = new WorkItemStore(_tfs, WorkItemStoreFlags.BypassRules); // List of work items to return var listOfWorkItems = new List<int>(); // Create a new Product Backlog Item var p = new WorkItem(_wis.Projects[_selectedTeamProject.Name].WorkItemTypes["Product Backlog Item"]); p.Title = "This is a new PBI"; p.Description = "Description"; p.IterationPath = string.Format("{0}\\Release 1\\Sprint 1", _selectedTeamProject.Name); p.AreaPath = _selectedTeamProject.Name; p["Effort"] = 10; // Just double checking that ByPassRules is set to true if (_wis.BypassRules) { p.Fields["System.ChangedDate"].Value = Convert.ToDateTime("2012-01-01"); } if (p.Validate().Count == 0) { p.Save(); listOfWorkItems.Add(p.Id); } else { Console.WriteLine(">> Following exception(s) encountered during work item save: "); foreach (var e in p.Validate()) { Console.WriteLine(" - '{0}' ", e); } } var t = new WorkItem(_wis.Projects[_selectedTeamProject.Name].WorkItemTypes["Task"]); t.Title = "This is a task"; t.Description = "Task Description"; t.IterationPath = string.Format("{0}\\Release 1\\Sprint 1", _selectedTeamProject.Name); t.AreaPath = _selectedTeamProject.Name; t["Remaining Work"] = 10; if (_wis.BypassRules) { t.Fields["System.ChangedDate"].Value = Convert.ToDateTime("2012-01-01"); } if (t.Validate().Count == 0) { t.Save(); listOfWorkItems.Add(t.Id); } else { Console.WriteLine(">> Following exception(s) encountered during work item save: "); foreach (var e in t.Validate()) { Console.WriteLine(" - '{0}' ", e); } } var linkTypEnd = _wis.WorkItemLinkTypes.LinkTypeEnds["Child"]; p.Links.Add(new WorkItemLink(linkTypEnd, t.Id) {ChangedDate = Convert.ToDateTime("2012-01-01").AddSeconds(20)}); if (_wis.BypassRules) { p.Fields["System.ChangedDate"].Value = Convert.ToDateTime("2012-01-01").AddSeconds(20); } if (p.Validate().Count == 0) { p.Save(); } else { Console.WriteLine(">> Following exception(s) encountered during work item save: "); foreach (var e in p.Validate()) { Console.WriteLine(" - '{0}' ", e); } } return listOfWorkItems; } 03 – Set the value of “Created Date” and Change the value of “Changed Date” to Historic Dates The CreatedDate can only be changed after a work item has been created. If you try and set the CreatedDate to a historic date at the time of creation of a work item, it will not work. // Lets do a work item effort burn down simulation by updating the ChangedDate & CreatedDate to historic Values private static void WorkItemChangeSimulation(IEnumerable<int> listOfWorkItems) { foreach (var id in listOfWorkItems) { var wi = _wis.GetWorkItem(id); switch (wi.Type.Name) { case "ProductBacklogItem": if (wi.State.ToLower() == "new") wi.State = "Approved"; // Advance the changed date by few seconds wi.Fields["System.ChangedDate"].Value = Convert.ToDateTime(wi.Fields["System.ChangedDate"].Value).AddSeconds(10); // Set the CreatedDate to Changed Date wi.Fields["System.CreatedDate"].Value = Convert.ToDateTime(wi.Fields["System.ChangedDate"].Value).AddSeconds(10); wi.Save(); break; case "Task": // Advance the changed date by few seconds wi.Fields["System.ChangedDate"].Value = Convert.ToDateTime(wi.Fields["System.ChangedDate"].Value).AddSeconds(10); // Set the CreatedDate to Changed date wi.Fields["System.CreatedDate"].Value = Convert.ToDateTime(wi.Fields["System.ChangedDate"].Value).AddSeconds(10); wi.Save(); break; } } // A mock sprint start date var sprintStart = DateTime.Today.AddDays(-5); // A mock sprint end date var sprintEnd = DateTime.Today.AddDays(5); // What is the total Sprint duration var totalSprintDuration = (sprintEnd - sprintStart).Days; // How much of the sprint have we already covered var noOfDaysIntoSprint = (DateTime.Today - sprintStart).Days; // Get the effort assigned to our tasks var totalEffortRemaining = QueryTaskTotalEfforRemaining(listOfWorkItems); // Defining how much effort to burn every day decimal dailyBurnRate = totalEffortRemaining / totalSprintDuration < 1 ? 1 : totalEffortRemaining / totalSprintDuration; // we have just created one task var totalNoOfTasks = 1; var simulation = sprintStart; var currentDate = DateTime.Today.Date; // Carry on till effort has been burned down from sprint start to today while (simulation.Date != currentDate.Date) { var dailyBurnRate1 = dailyBurnRate; // A fixed amount needs to be burned down each day while (dailyBurnRate1 > 0) { // burn down bit by bit from all unfinished task type work items foreach (var id in listOfWorkItems) { var wi = _wis.GetWorkItem(id); var isDirty = false; // Set the status to in progress if (wi.State.ToLower() == "to do") { wi.State = "In Progress"; isDirty = true; } // Ensure that there is enough effort remaining in tasks to burn down the daily burn rate if (QueryTaskTotalEfforRemaining(listOfWorkItems) > dailyBurnRate1) { // If there is less than 1 unit of effort left in the task, burn it all if (Convert.ToDecimal(wi["Remaining Work"]) <= 1) { wi["Remaining Work"] = 0; dailyBurnRate1 = dailyBurnRate1 - Convert.ToDecimal(wi["Remaining Work"]); isDirty = true; } else { // How much to burn from each task? var toBurn = (dailyBurnRate / totalNoOfTasks) < 1 ? 1 : (dailyBurnRate / totalNoOfTasks); // Check that the task has enough effort to allow burnForTask effort if (Convert.ToDecimal(wi["Remaining Work"]) >= toBurn) { wi["Remaining Work"] = Convert.ToDecimal(wi["Remaining Work"]) - toBurn; dailyBurnRate1 = dailyBurnRate1 - toBurn; isDirty = true; } else { wi["Remaining Work"] = 0; dailyBurnRate1 = dailyBurnRate1 - Convert.ToDecimal(wi["Remaining Work"]); isDirty = true; } } } else { dailyBurnRate1 = 0; } if (isDirty) { if (Convert.ToDateTime(wi.Fields["System.ChangedDate"].Value).Date == simulation.Date) { wi.Fields["System.ChangedDate"].Value = Convert.ToDateTime(wi.Fields["System.ChangedDate"].Value).AddSeconds(20); } else { wi.Fields["System.ChangedDate"].Value = simulation.AddSeconds(20); } wi.Save(); } } } // Increase date by 1 to perform daily burn down by day simulation = Convert.ToDateTime(simulation).AddDays(1); } } // Get the Total effort remaining in the current sprint private static decimal QueryTaskTotalEfforRemaining(List<int> listOfWorkItems) { var unfinishedWorkInCurrentSprint = _wis.GetQueryDefinition( new Guid(QueryAndGuid.FirstOrDefault(c => c.Key == "Unfinished Work").Value)); var parameters = new Dictionary<string, object> { { "project", _selectedTeamProject.Name } }; var q = new Query(_wis, unfinishedWorkInCurrentSprint.QueryText, parameters); var results = q.RunLinkQuery(); var wis = new List<WorkItem>(); foreach (var result in results) { var _wi = _wis.GetWorkItem(result.TargetId); if (_wi.Type.Name == "Task" && listOfWorkItems.Contains(_wi.Id)) wis.Add(_wi); } return wis.Sum(r => Convert.ToDecimal(r["Remaining Work"])); }   04 – The Results If you are still reading, the results are beautiful! Image 1 – Create work item with Changed Date pre-set to historic date Image 2 – Set the CreatedDate to historic date (Same as the ChangedDate) Image 3 – Simulate of effort burn down on a task via the TFS API   Image 4 – The history of changes on the Task. So, essentially this task has burned 1 hour per day Sprint Burn Down Chart – What’s not possible? The Sprint burn down chart is calculated from the System.AuthorizedDate and not the System.ChangedDate/System.CreatedDate. So, though you can change the System.ChangedDate and System.CreatedDate to historic dates you will not be able to synthesize the sprint burn down chart. Image 1 – By changing the Created Date and Changed Date to ‘18/Oct/2012’ you would have expected the burn down to have been impacted, but it won’t be, because the sprint burn down chart uses the value of field ‘System.AuthorizedDate’ to calculate the unfinished work points. The AsOf queries that are used to calculate the unfinished work points use the value of the field ‘System.AuthorizedDate’. Image 2 – Using the above code I burned down 1 hour effort per day over 5 days from the task work item, I would have expected the sprint burn down to show a constant burn down, instead the burn down shows the effort exhausted on the 24th itself. Simply because the burn down is calculated using the ‘System.AuthorizedDate’. Now you would ask… “Can I change the value of the field System.AuthorizedDate to a historic date” Unfortunately that’s not possible! You will run into the exception ValidationException –  “TF26194: The value for field ‘Authorized Date’ cannot be changed.” Conclusion - You need to be a member of the Project Collection Service account group in order to set the fields ‘System.ChangedDate’ and ‘System.CreatedDate’ to historic dates - You need to instantiate the WorkItemStore using the flag ByPassValidation - The System.ChangedDate needs to be set to a historic date at the time of work item creation. You cannot reset the ChangedDate to a date earlier than the existing ChangedDate and you cannot reset the ChangedDate to a date greater than the current date time. - The System.CreatedDate can only be reset after a work item has been created. You cannot set the CreatedDate at the time of work item creation. The CreatedDate cannot be greater than the current date. You can however reset the CreatedDate to a date earlier than the existing value. - You will not be able to synthesize the Sprint burn down chart by changing the value of System.ChangedDate and System.CreatedDate to historic dates, since the burn down chart uses AsOf queries to calculate the unfinished work points which internally uses the System.AuthorizedDate and NOT the System.ChangedDate & System.CreatedDate - System.AuthorizedDate cannot be set to a historic date using the TFS API Read other posts on using the TFS API here… Enjoy!

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  • Non recursive way to position a genogram in 2D points for x axis. Descendant are below

    - by Nassign
    I currently was tasked to make a genogram for a family consisting of siblings, parents with aunts and uncles with grandparents and greatgrandparents for only blood relatives. My current algorithm is using recursion. but I am wondering how to do it in non recursive way to make it more efficient. it is programmed in c# using graphics to draw on a bitmap. Current algorithm for calculating x position, the y position is by getting the generation number. public void StartCalculatePosition() { // Search the start node (The only node with targetFlg set to true) Person start = null; foreach (Person p in PersonDic.Values) { if (start == null) start = p; if (p.Targetflg) { start = p; break; } } CalcPositionRecurse(start); // Normalize the position (shift all values to positive value) // Get the minimum value (must be negative) // Then offset the position of all marriage and person with that to make it start from zero float minPosition = float.MaxValue; foreach (Person p in PersonDic.Values) { if (minPosition > p.Position) { minPosition = p.Position; } } if (minPosition < 0) { foreach (Person p in PersonDic.Values) { p.Position -= minPosition; } foreach (Marriage m in MarriageList) { m.ParentsPosition -= minPosition; m.ChildrenPosition -= minPosition; } } } /// <summary> /// Calculate position of genogram using recursion /// </summary> /// <param name="psn"></param> private void CalcPositionRecurse(Person psn) { // End the recursion if (psn.BirthMarriage == null || psn.BirthMarriage.Parents.Count == 0) { psn.Position = 0.0f; if (psn.BirthMarriage != null) { psn.BirthMarriage.ParentsPosition = 0.0f; psn.BirthMarriage.ChildrenPosition = 0.0f; } CalculateSiblingPosition(psn); return; } // Left recurse if (psn.Father != null) { CalcPositionRecurse(psn.Father); } // Right recurse if (psn.Mother != null) { CalcPositionRecurse(psn.Mother); } // Merge Position if (psn.Father != null && psn.Mother != null) { AdjustConflict(psn.Father, psn.Mother); // Position person in center of parent psn.Position = (psn.Father.Position + psn.Mother.Position) / 2; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else { // Single mom or single dad if (psn.Father != null) { psn.Position = psn.Father.Position; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else if (psn.Mother != null) { psn.Position = psn.Mother.Position; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else { // Should not happen, checking in start of function } } // Arrange the siblings base on my position (left younger, right older) CalculateSiblingPosition(psn); } private float GetRightBoundaryAncestor(Person psn) { float rPos = psn.Position; // Get the rightmost position among siblings foreach (Person sibling in psn.Siblings) { if (sibling.Position > rPos) { rPos = sibling.Position; } } if (psn.Father != null) { float rFatherPos = GetRightBoundaryAncestor(psn.Father); if (rFatherPos > rPos) { rPos = rFatherPos; } } if (psn.Mother != null) { float rMotherPos = GetRightBoundaryAncestor(psn.Mother); if (rMotherPos > rPos) { rPos = rMotherPos; } } return rPos; } private float GetLeftBoundaryAncestor(Person psn) { float rPos = psn.Position; // Get the rightmost position among siblings foreach (Person sibling in psn.Siblings) { if (sibling.Position < rPos) { rPos = sibling.Position; } } if (psn.Father != null) { float rFatherPos = GetLeftBoundaryAncestor(psn.Father); if (rFatherPos < rPos) { rPos = rFatherPos; } } if (psn.Mother != null) { float rMotherPos = GetLeftBoundaryAncestor(psn.Mother); if (rMotherPos < rPos) { rPos = rMotherPos; } } return rPos; } /// <summary> /// Check if two parent group has conflict and compensate on the conflict /// </summary> /// <param name="leftGroup"></param> /// <param name="rightGroup"></param> public void AdjustConflict(Person leftGroup, Person rightGroup) { float leftMax = GetRightBoundaryAncestor(leftGroup); leftMax += 0.5f; float rightMin = GetLeftBoundaryAncestor(rightGroup); rightMin -= 0.5f; float diff = leftMax - rightMin; if (diff > 0.0f) { float moveHalf = Math.Abs(diff) / 2; RecurseMoveAncestor(leftGroup, 0 - moveHalf); RecurseMoveAncestor(rightGroup, moveHalf); } } /// <summary> /// Recursively move a person and all his/her ancestor /// </summary> /// <param name="psn"></param> /// <param name="moveUnit"></param> public void RecurseMoveAncestor(Person psn, float moveUnit) { psn.Position += moveUnit; foreach (Person siblings in psn.Siblings) { if (siblings.Id != psn.Id) { siblings.Position += moveUnit; } } if (psn.BirthMarriage != null) { psn.BirthMarriage.ChildrenPosition += moveUnit; psn.BirthMarriage.ParentsPosition += moveUnit; } if (psn.Father != null) { RecurseMoveAncestor(psn.Father, moveUnit); } if (psn.Mother != null) { RecurseMoveAncestor(psn.Mother, moveUnit); } } /// <summary> /// Calculate the position of the siblings /// </summary> /// <param name="psn"></param> /// <param name="anchor"></param> public void CalculateSiblingPosition(Person psn) { if (psn.Siblings.Count == 0) { return; } List<Person> sibling = psn.Siblings; int argidx; for (argidx = 0; argidx < sibling.Count; argidx++) { if (sibling[argidx].Id == psn.Id) { break; } } // Compute position for each brother that is younger that person int idx; for (idx = argidx - 1; idx >= 0; idx--) { sibling[idx].Position = sibling[idx + 1].Position - 1; } for (idx = argidx + 1; idx < sibling.Count; idx++) { sibling[idx].Position = sibling[idx - 1].Position + 1; } }

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  • Bridge or Factory and How

    - by Chris
    I'm trying to learn patterns and I've got a job that is screaming for a pattern, I just know it but I can't figure it out. I know the filter type is something that can be abstracted and possibly bridged. I'M NOT LOOKING FOR A CODE REWRITE JUST SUGGESTIONS. I'm not looking for someone to do my job. I would like to know how patterns could be applied to this example. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Data; using System.IO; using System.Xml; using System.Text.RegularExpressions; namespace CopyTool { class CopyJob { public enum FilterType { TextFilter, RegExFilter, NoFilter } public FilterType JobFilterType { get; set; } private string _jobName; public string JobName { get { return _jobName; } set { _jobName = value; } } private int currentIndex; public int CurrentIndex { get { return currentIndex; } } private DataSet ds; public int MaxJobs { get { return ds.Tables["Job"].Rows.Count; } } private string _filter; public string Filter { get { return _filter; } set { _filter = value; } } private string _fromFolder; public string FromFolder { get { return _fromFolder; } set { if (Directory.Exists(value)) { _fromFolder = value; } else { throw new DirectoryNotFoundException(String.Format("Folder not found: {0}", value)); } } } private List<string> _toFolders; public List<string> ToFolders { get { return _toFolders; } } public CopyJob() { Initialize(); } private void Initialize() { if (ds == null) { ds = new DataSet(); } ds.ReadXml(Properties.Settings.Default.ConfigLocation); LoadValues(0); } public void Execute() { ExecuteJob(FromFolder, _toFolders, Filter, JobFilterType); } public void ExecuteAll() { string OrigPath; List<string> DestPaths; string FilterText; FilterType FilterWay; foreach (DataRow rw in ds.Tables["Job"].Rows) { OrigPath = rw["FromFolder"].ToString(); FilterText = rw["FilterText"].ToString(); switch (rw["FilterType"].ToString()) { case "TextFilter": FilterWay = FilterType.TextFilter; break; case "RegExFilter": FilterWay = FilterType.RegExFilter; break; default: FilterWay = FilterType.NoFilter; break; } DestPaths = new List<string>(); foreach (DataRow crw in rw.GetChildRows("Job_ToFolder")) { DestPaths.Add(crw["FolderPath"].ToString()); } ExecuteJob(OrigPath, DestPaths, FilterText, FilterWay); } } private void ExecuteJob(string OrigPath, List<string> DestPaths, string FilterText, FilterType FilterWay) { FileInfo[] files; switch (FilterWay) { case FilterType.RegExFilter: files = GetFilesByRegEx(new Regex(FilterText), OrigPath); break; case FilterType.TextFilter: files = GetFilesByFilter(FilterText, OrigPath); break; default: files = new DirectoryInfo(OrigPath).GetFiles(); break; } foreach (string fld in DestPaths) { CopyFiles(files, fld); } } public void MoveToJob(int RecordNumber) { Save(); LoadValues(RecordNumber - 1); } public void AddToFolder(string folderPath) { if (Directory.Exists(folderPath)) { _toFolders.Add(folderPath); } else { throw new DirectoryNotFoundException(String.Format("Folder not found: {0}", folderPath)); } } public void DeleteToFolder(int index) { _toFolders.RemoveAt(index); } public void Save() { DataRow rw = ds.Tables["Job"].Rows[currentIndex]; rw["JobName"] = _jobName; rw["FromFolder"] = _fromFolder; rw["FilterText"] = _filter; switch (JobFilterType) { case FilterType.RegExFilter: rw["FilterType"] = "RegExFilter"; break; case FilterType.TextFilter: rw["FilterType"] = "TextFilter"; break; default: rw["FilterType"] = "NoFilter"; break; } DataRow[] ToFolderRows = ds.Tables["Job"].Rows[currentIndex].GetChildRows("Job_ToFolder"); for (int i = 0; i <= ToFolderRows.GetUpperBound(0); i++) { ToFolderRows[i].Delete(); } foreach (string fld in _toFolders) { DataRow ToFolderRow = ds.Tables["ToFolder"].NewRow(); ToFolderRow["JobId"] = ds.Tables["Job"].Rows[currentIndex]["JobId"]; ToFolderRow["Job_Id"] = ds.Tables["Job"].Rows[currentIndex]["Job_Id"]; ToFolderRow["FolderPath"] = fld; ds.Tables["ToFolder"].Rows.Add(ToFolderRow); } } public void Delete() { ds.Tables["Job"].Rows.RemoveAt(currentIndex); LoadValues(currentIndex++); } public void MoveNext() { Save(); currentIndex++; LoadValues(currentIndex); } public void MovePrevious() { Save(); currentIndex--; LoadValues(currentIndex); } public void MoveFirst() { Save(); LoadValues(0); } public void MoveLast() { Save(); LoadValues(ds.Tables["Job"].Rows.Count - 1); } public void CreateNew() { Save(); int MaxJobId = 0; Int32.TryParse(ds.Tables["Job"].Compute("Max(JobId)", "").ToString(), out MaxJobId); DataRow rw = ds.Tables["Job"].NewRow(); rw["JobId"] = MaxJobId + 1; ds.Tables["Job"].Rows.Add(rw); LoadValues(ds.Tables["Job"].Rows.IndexOf(rw)); } public void Commit() { Save(); ds.WriteXml(Properties.Settings.Default.ConfigLocation); } private void LoadValues(int index) { if (index > ds.Tables["Job"].Rows.Count - 1) { currentIndex = ds.Tables["Job"].Rows.Count - 1; } else if (index < 0) { currentIndex = 0; } else { currentIndex = index; } DataRow rw = ds.Tables["Job"].Rows[currentIndex]; _jobName = rw["JobName"].ToString(); _fromFolder = rw["FromFolder"].ToString(); _filter = rw["FilterText"].ToString(); switch (rw["FilterType"].ToString()) { case "TextFilter": JobFilterType = FilterType.TextFilter; break; case "RegExFilter": JobFilterType = FilterType.RegExFilter; break; default: JobFilterType = FilterType.NoFilter; break; } if (_toFolders == null) _toFolders = new List<string>(); _toFolders.Clear(); foreach (DataRow crw in rw.GetChildRows("Job_ToFolder")) { AddToFolder(crw["FolderPath"].ToString()); } } private static FileInfo[] GetFilesByRegEx(Regex rgx, string locPath) { DirectoryInfo d = new DirectoryInfo(locPath); FileInfo[] fullFileList = d.GetFiles(); List<FileInfo> filteredList = new List<FileInfo>(); foreach (FileInfo fi in fullFileList) { if (rgx.IsMatch(fi.Name)) { filteredList.Add(fi); } } return filteredList.ToArray(); } private static FileInfo[] GetFilesByFilter(string filter, string locPath) { DirectoryInfo d = new DirectoryInfo(locPath); FileInfo[] fi = d.GetFiles(filter); return fi; } private void CopyFiles(FileInfo[] files, string destPath) { foreach (FileInfo fi in files) { bool success = false; int i = 0; string copyToName = fi.Name; string copyToExt = fi.Extension; string copyToNameWithoutExt = Path.GetFileNameWithoutExtension(fi.FullName); while (!success && i < 100) { i++; try { if (File.Exists(Path.Combine(destPath, copyToName))) throw new CopyFileExistsException(); File.Copy(fi.FullName, Path.Combine(destPath, copyToName)); success = true; } catch (CopyFileExistsException ex) { copyToName = String.Format("{0} ({1}){2}", copyToNameWithoutExt, i, copyToExt); } } } } } public class CopyFileExistsException : Exception { public string Message; } }

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  • Use of for_each on map elements

    - by Antonio
    I have a map where I'd like to perform a call on every data type object member function. I yet know how to do this on any sequence but, is it possible to do it on an associative container? The closest answer I could find was this: Boost.Bind to access std::map elements in std::for_each. But I cannot use boost in my project so, is there an STL alternative that I'm missing to boost::bind? If not possible, I thought on creating a temporary sequence for pointers to the data objects and then, call for_each on it, something like this: class MyClass { public: void Method() const; } std::map<int, MyClass> Map; //... std::vector<MyClass*> Vector; std::transform(Map.begin(), Map.end(), std::back_inserter(Vector), std::mem_fun_ref(&std::map<int, MyClass>::value_type::second)); std::for_each(Vector.begin(), Vector.end(), std::mem_fun(&MyClass::Method)); It looks too obfuscated and I don't really like it. Any suggestions?

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  • Find max integer size that a floating point type can handle without loss of precision

    - by Checkers
    Double has range more than a 64-bit integer, but its precision is less dues to its representation (since double is 64-bit as well, it can't fit more actual values). So, when representing larger integers, you start to lose precision in the integer part. #include <boost/cstdint.hpp> #include <limits> template<typename T, typename TFloat> void maxint_to_double() { T i = std::numeric_limits<T>::max(); TFloat d = i; std::cout << std::fixed << i << std::endl << d << std::endl; } int main() { maxint_to_double<int, double>(); maxint_to_double<boost::intmax_t, double>(); maxint_to_double<int, float>(); return 0; } This prints: 2147483647 2147483647.000000 9223372036854775807 9223372036854775800.000000 2147483647 2147483648.000000 Note how max int can fit into a double without loss of precision and boost::intmax_t (64-bit in this case) cannot. float can't even hold an int. Now, the question: is there a way in C++ to check if the entire range of a given integer type can fit into a loating point type without loss of precision? Preferably, it would be a compile-time check that can be used in a static assertion, and would not involve enumerating the constants the compiler should know or can compute.

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  • What would be the safest way to store objects of classes derived from a common interface in a common

    - by Svenstaro
    I'd like to manage a bunch of objects of classes derived from a shared interface class in a common container. To illustrate the problem, let's say I'm building a game which will contain different actors. Let's call the interface IActor and derive Enemy and Civilian from it. Now, the idea is to have my game main loop be able to do this: // somewhere during init std::vector<IActor> ActorList; Enemy EvilGuy; Civilian CoolGuy; ActorList.push_back(EvilGuy); ActorList.push_back(CoolGuy); and // main loop while(!done) { BOOST_FOREACH(IActor CurrentActor, ActorList) { CurrentActor.Update(); CurrentActor.Draw(); } } ... or something along those lines. This example obviously won't work but that is pretty much the reason I'm asking here. I'd like to know: What would be the best, safest, highest-level way to manage those objects in a common heterogeneous container? I know about a variety of approaches (Boost::Any, void*, handler class with boost::shared_ptr, Boost.Pointer Container, dynamic_cast) but I can't decide which would be the way to go here. Also I'd like to emphasize that I want to stay away as far as possible from manual memory management or nested pointers. Help much appreciated :).

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  • What is the rationale to non allow overloading of C++ conversions operator with non-member functio

    - by Vicente Botet Escriba
    C++0x has added explicit conversion operators, but they must always be defined as members of the Source class. The same applies to the assignment operator, it must be defined on the Target class. When the Source and Target classes of the needed conversion are independent of each other, neither the Source can define a conversion operator, neither the Target can define a constructor from a Source. Usually we get it by defining a specific function such as Target ConvertToTarget(Source& v); If C++0x allowed to overload conversion operator by non member functions we could for example define the conversion implicitly or explicitly between unrelated types. template < typename To, typename From operator To(const From& val); For example we could specialize the conversion from chrono::time_point to posix_time::ptime as follows template < class Clock, class Duration operator boost::posix_time::ptime( const boost::chrono::time_point& from) { using namespace boost; typedef chrono::time_point time_point_t; typedef chrono::nanoseconds duration_t; typedef duration_t::rep rep_t; rep_t d = chrono::duration_cast( from.time_since_epoch()).count(); rep_t sec = d/1000000000; rep_t nsec = d%1000000000; return posix_time::from_time_t(0)+ posix_time::seconds(static_cast(sec))+ posix_time::nanoseconds(nsec); } And use the conversion as any other conversion. So the question is: What is the rationale to non allow overloading of C++ conversions operator with non-member functions?

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  • Lucene setboost doesn't work

    - by Keven
    Hi all, OUr team just upgrade lucene from 2.3 to 3.0 and we are confused about the setboost and getboost of document. What we want is just set a boost for each document when add them into index, then when search it the documents in the response should have different order according to the boost I set. But it seems the order is not changed at all, even the boost of each document in the search response is still 1.0. Could some one give me some hit? Following is our code: String[] a = new String[] { "schindler", "spielberg", "shawshank", "solace", "sorcerer", "stone", "soap", "salesman", "save" }; List strings = Arrays.asList(a); AutoCompleteIndex index = new Index(); IndexWriter writer = new IndexWriter(index.getDirectory(), AnalyzerFactory.createAnalyzer("en_US"), true, MaxFieldLength.LIMITED); float i = 1f; for (String string : strings) { Document doc = new Document(); Field f = new Field(AutoCompleteIndexFactory.QUERYTEXTFIELD, string, Field.Store.YES, Field.Index.NOT_ANALYZED); doc.setBoost(i); doc.add(f); writer.addDocument(doc); i += 2f; } writer.close(); IndexReader reader2 = IndexReader.open(index.getDirectory()); for (int j = 0; j < reader2.maxDoc(); j++) { if (reader2.isDeleted(j)) { continue; } Document doc = reader2.document(j); Field f = doc.getField(AutoCompleteIndexFactory.QUERYTEXTFIELD); System.out.println(f.stringValue() + ":" + f.getBoost() + ", docBoost:" + doc.getBoost()); doc.setBoost(j); }

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  • noncopyable static const member class in template class

    - by Dukales
    I have a non-copyable (inherited from boost::noncopyable) class that I use as a custom namespace. Also, I have another class, that uses previous one, as shown here: #include <boost/utility.hpp> #include <cmath> template< typename F > struct custom_namespace : boost::noncopyable { F sqrt_of_half(F const & x) const { using std::sqrt; return sqrt(x / F(2.0L)); } // ... maybe others are not so dummy const/constexpr methods }; template< typename F > class custom_namespace_user { static ::custom_namespace< F > const custom_namespace_; public : F poisson() const { return custom_namespace_.sqrt_of_half(M_PI); } static F square_diagonal(F const & a) { return a * custom_namespace_.sqrt_of_half(1.0L); } }; template< typename F > ::custom_namespace< F > const custom_namespace_user< F >::custom_namespace_(); this code leads to the next error (even without instantiation): error: no 'const custom_namespace custom_namespace_user::custom_namespace_()' member function declared in class 'custom_namespace_user' The next way is not legitimate: template< typename F ::custom_namespace< F const custom_namespace_user< F ::custom_namespace_ = ::custom_namespace< F (); What should I do to declare this two classes (first as noncopyable static const member class of second)? Is this feaseble?

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  • What is the difference between Inversion of Control and Dependency injection in C++?

    - by rlbond
    I've been reading recently about DI and IoC in C++. I am a little confused (even after reading related questions here on SO) and was hoping for some clarification. It seems to me that being familiar with the STL and Boost leads to use of dependency injection quite a bit. For example, let's say I made a function that found the mean of a range of numbers: template <typename Iter> double mean(Iter first, Iter last) { double sum = 0; size_t number = 0; while (first != last) { sum += *(first++); ++number; } return sum/number; }; Is this dependency injection? Inversion of control? Neither? Let's look at another example. We have a class: class Dice { public: typedef boost::mt19937 Engine; Dice(int num_dice, Engine& rng) : n_(num_dice), eng_(rng) {} int roll() { int sum = 0; for (int i = 0; i < num_dice; ++i) sum += boost::uniform_int<>(1,6)(eng_); return sum; } private: Engine& eng_; int n_; }; This seems like dependency injection. But is it inversion of control? Also, if I'm missing something, can someone help me out?

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  • How do I enforce the order of qmake library dependencies?

    - by James Oltmans
    I'm getting a lot of errors because qmake is improperly ordering the boost libraries I'm using. Here's what .pro file looks like QT += core gui TARGET = MyTarget TEMPLATE = app CONFIG += no_keywords \ link_pkgconfig SOURCES += file1.cpp \ file2.cpp \ file3.cpp PKGCONFIG += my_package \ sqlite3 LIBS += -lsqlite3 \ -lboost_signals \ -lboost_date_time HEADERS += file1.h\ file2.h\ file3.h FORMS += mainwindow.ui RESOURCES += Resources/resources.qrc This produces the following command: g++ -Wl,-O1 -o MyTarget file1.o file2.o file3.o moc_mainwindow.o -L/usr/lib/x86_64-linux-gnu -lboost_signals -lboost_date_time -L/usr/local/lib -lmylib1 -lmylib2 -lsqlite3 -lQtGui -lQtCore Note: mylib1 and mylib2 are statically compiled by another project, placed in /usr/local/lib with an appropriate pkg-config .pc file pointing there. The .pro file references them via my_package in PKGCONFIG. The problem is not with pkg-config's output but with Qt's ordering. Here's the .pc file: prefix=/usr/local exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: my_package Description: My component package Version: 0.1 URL: http://example.com Libs: -L${libdir} -lmylib1 -lmylib2 Cflags: -I${includedir}/my_package/ The linking stage fails spectacularly as mylib1 and mylib2 come up with a lot of undefined references to boost libraries that both the app and mylib1 and mylib2 are using. We have another build method using scons and it properly orders things for the linker. It's build command order is below. g++ -o MyTarget file1.o file2.o file3.o moc_mainwindow.o -L/usr/local/lib -lmylib1 -lmylib2 -lsqlite3 -lboost_signals -lboost_date_time -lQtGui -lQtCore Note that the principle difference is the order of the boost libs. Scons puts them at the end just before QtGui and QtCore while qmake puts them first. The other differences in the compile commands are unimportant as I have hand modified the qmake produced make file and the simple reordering fixed the problem. So my question is, how do I enforce the right order in my .pro file despite what qmake thinks they should be?

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  • Why do you need "extern C" for in C++ callbacks to C functions?

    - by Artyom
    Hello, I find such examples in Boost code. namespace boost { namespace { extern "C" void *thread_proxy(void *f) { .... } } // anonymous void thread::thread_start(...) { ... pthread_create(something,0,&thread_proxy,something_else); ... } } // boost Why do you actually need this extern "C"? It is clear that thread_proxy function is private internal and I do not expect that it would be mangled as "thread_proxy" because I actually do not need it mangled at all. In fact in all my code that I had written and that runs on may platforms I never used extern "C" and this had worked as-as with normal functions. Why extern "C" is added? My problem is that extern "C" function pollute global name-space and they do not actually hidden as author expects. This is not duplicate! I'm not talking about mangling and external linkage. It is obvious in this code that external linkage is unwanted!

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