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  • Truncate a HTML formatted text.

    - by marharépa
    Hi there! I've got a variable which is formatted with random HTML code. I call it to {$text} and i truncate it. The value is for example: <div>Lorem <i>ipsum <b>dolor <span>sit </span>amet</b>, con</i> elit.</div> If i truncate the text's first ~30 letters, I'll get this: <div>Lorem <i>ipsum <b>dolor <span>sit The problem is, I can't close the elements. So, I need a script, which check the <*> elements in the code (where * could be anything), and if it dont have a close tag, close 'em. Please help me in this. Thanks.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Invoking play on a QTMovie causes screensaver to deactivate on Snow Leopard

    - by ressaw
    I'm trying to port a working Leopard screensaver to Snow Leopard but it's deactivating after about half a second. The screensaver seems to deactivate upon invoking play on a QTMovie. And it deactivates both upon -play on the QTMovie object itself, and -play:self on the QTMovieView. If I don't actually call -play on the object, the screensaver does not deactivate and sits still on the first frame of the movie. Setting up the same code in a regular Cocoa Application works fine, and the screensaver also works fine in preview mode in the System Preferences. Any help is greatly appreciated.

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  • Dynamic scoping in Clojure?

    - by j-g-faustus
    Hi, I'm looking for an idiomatic way to get dynamically scoped variables in Clojure (or a similar effect) for use in templates and such. Here is an example problem using a lookup table to translate tag attributes from some non-HTML format to HTML, where the table needs access to a set of variables supplied from elsewhere: (def *attr-table* ; Key: [attr-key tag-name] or [boolean-function] ; Value: [attr-key attr-value] (empty array to ignore) ; Context: Variables "tagname", "akey", "aval" '( ; translate :LINK attribute in <a> to :href [:LINK "a"] [:href aval] ; translate :LINK attribute in <img> to :src [:LINK "img"] [:src aval] ; throw exception if :LINK attribute in any other tag [:LINK] (throw (RuntimeException. (str "No match for " tagname))) ; ... more rules ; ignore string keys, used for internal bookkeeping [(string? akey)] [] )) ; ignore I want to be able to evaluate the rules (left hand side) as well as the result (right hand side), and need some way to put the variables in scope at the location where the table is evaluated. I also want to keep the lookup and evaluation logic independent of any particular table or set of variables. I suppose there are similar issues involved in templates (for example for dynamic HTML), where you don't want to rewrite the template processing logic every time someone puts a new variable in a template. Here is one approach using global variables and bindings. I have included some logic for the table lookup: ;; Generic code, works with any table on the same format. (defn rule-match? [rule-val test-val] "true if a single rule matches a single argument value" (cond (not (coll? rule-val)) (= rule-val test-val) ; plain value (list? rule-val) (eval rule-val) ; function call :else false )) (defn rule-lookup [test-val rule-table] "looks up rule match for test-val. Returns result or nil." (loop [rules (partition 2 rule-table)] (when-not (empty? rules) (let [[select result] (first rules)] (if (every? #(boolean %) (map rule-match? select test-val)) (eval result) ; evaluate and return result (recur (rest rules)) ))))) ;; Code specific to *attr-table* (def tagname) ; need these globals for the binding in html-attr (def akey) (def aval) (defn html-attr [tagname h-attr] "converts to html attributes" (apply hash-map (flatten (map (fn [[k v :as kv]] (binding [tagname tagname akey k aval v] (or (rule-lookup [k tagname] *attr-table*) kv))) h-attr )))) (defn test-attr [] "test conversion" (prn "a" (html-attr "a" {:LINK "www.google.com" "internal" 42 :title "A link" })) (prn "img" (html-attr "img" {:LINK "logo.png" }))) user=> (test-attr) "a" {:href "www.google.com", :title "A link"} "img" {:src "logo.png"} This is nice in that the lookup logic is independent of the table, so it can be reused with other tables and different variables. (Plus of course that the general table approach is about a quarter of the size of the code I had when I did the translations "by hand" in a giant cond.) It is not so nice in that I need to declare every variable as a global for the binding to work. Here is another approach using a "semi-macro", a function with a syntax-quoted return value, that doesn't need globals: (defn attr-table [tagname akey aval] `( [:LINK "a"] [:href ~aval] [:LINK "img"] [:src ~aval] [:LINK] (throw (RuntimeException. (str "No match for " tagname))) ; ... more rules [(string? ~akey)] [] ))) Only a couple of changes are needed to the rest of the code: In rule-match?, when syntax-quoted the function call is no longer a list: - (list? rule-val) (eval rule-val) + (seq? rule-val) (eval rule-val) In html-attr: - (binding [tagname tagname akey k aval v] - (or (rule-lookup [k tagname] *attr-table*) kv))) + (or (rule-lookup [k tagname] (attr-table tagname k v)) kv))) And we get the same result without globals. (And without dynamic scoping.) Are there other alternatives to pass along sets of variable bindings declared elsewhere, without the globals required by Clojure's binding? Is there an idiomatic way of doing it, like Ruby's binding or Javascript's function.apply(context)?

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  • Client App with WCF to consume ASMX

    - by BDotA
    I have a webservice with .NET 1.1 (old school ASMX) and I am creating a client app to connect to it and use its services. From what I remember from the last time I had used Visual studio -which was 2003 version!- I can add a WebReference to it and easily use it. Tried it . it still works. but it looks like things have changed in 2008 and now we also have WCF. so I can add it as a Service Reference. but with this new method I could not find a way to create an Instance object to the ASMX service and call its methods... how do we accomplish the same thing with WCF?

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  • Unregistering a COM wrapped .NET assembly

    - by flopdix
    I created a COM exposed .NET 2.0 dll and registered with my windows operating system using 'regasm' and 'gacutil' (in GAC). Then I tried to call this component from my classic ASP page. It worked fine. But, I need to change the functionality of my assembly. I unregistered it again using 'regasm' and 'gacutil' (from GAC) utilities and copied my new .NET DLL and registered again (This time using a new version of the DLL). For some reason, i still have a pointer to my old assembly and new calls to the DLL from ASP page are not working. Any Ideas on what process i need to follow to ensure that all the references to the old version are completely removed? I appreciate any help.

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  • C# Is it possible to interrupt a specific thread inside a ThreadPool?

    - by Lirik
    Suppose that I've queued a work item in a ThreadPool, but the work item blocks if there is no data to process (reading from a BlockingQueue). If the queue is empty and there will be no more work going into the queue, then I must call the Thread.Interrupt method if I want to interrupt the blocking task, but how does one do the same thing with a ThreadPool? The code might look like this: void Run() { try { while(true) { blockingQueue.Dequeue(); doSomething(); } } finally { countDownLatch.Signal(); } } I'm aware that the best thing to do in this situation is use a regular Thread, but I'm wondering if there is a ThreadPool equivalent way to interrupt a work item.

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  • Stop VBA Evaluate from calling target function twice

    - by Abiel
    I am having trouble getting VBA's Evaluate() function to only execute once; it seems to always run twice. For instance, consider the trivial example below. If we run the RunEval() subroutine, it will call the EvalTest() function twice. This can be seen by the two different random numbers that get printed in the immediate window. The behavior would be the same if we were calling another subroutine with Evaluate instead of a function. Can someone explain how I can get Evaluate to execute the target function once instead of twice? Thank you. Sub RunEval() Evaluate "EvalTest()" End Sub Public Function EvalTest() Debug.Print Rnd() End Function

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  • Employing elegance in order to evade importing elephants: a case of excessive dll Imports

    - by user994179
    I am writing C# code that interfaces to a legacy (Feb 2012) C program, using DllImport. It works fine, but I need to call more than 30 different functions, turning my normally impeccable, exquisite code into something of near-elephantine proportions. Surely there must be a way around this? [Warning: those with weak stomachs may want to avert their eyes from what follows]: [DllImport("C:\\Users\\mitt\\Documents\\Visual Studio 2010\\Projects\\mrSolution\\mr\\x64\\Debug\\mrDll.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)] public static extern bool mrEngine_initialize( [In, Out, MarshalAs(UnmanagedType.LPStruct)] PLOT_SPEC PlotSpec); [DllImport("C:\\Users\\mitt\\Documents\\Visual Studio 2010\\Projects\\mrSolution\\mr\\x64\\Debug\\mrDll.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)] public static extern bool mrEngine_getDataPoint( [In, Out, MarshalAs(UnmanagedType.LPStruct)] PLOT_SPEC PlotSpec);

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  • mailto fails in IE where there is a long body text. Is there any way to resolve this?

    - by MedicineMan
    I am having a problem using Internet Explorer 8 (IE8) to open mailto links with long messages. After the user clicks on the link, IE changes to an about:blank page and never completes the call to outlook to create an email Here's an example: <a href="mailto:[email protected]?subject=123456789&amp;body=111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111">mailto fails in IE8</a> If I shorten the list of 1's, the email is generated and can be sent. Is this a known IE issue? What are the limitations?

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  • django username in url, instead of id

    - by dana
    Hello, in a mini virtual community, i have a profile_view function, so that i can view the profile of any registered user. The profile view function has as a parameter the id of the user wich the profile belongs to, so that when i want to access the profile of user 2 for example, i call it like that: http://127.0.0.1:8000/accounts/profile_view/2/ My problem is that i would like to have the username in the url, and NOT the id. I try to modify my code as follows, but it doesn't work still. Here is my code: view: def profile_view(request, user): u = User.objects.get(pk=user) up = UserProfile.objects.get(created_by = u) cv = UserProfile.objects.filter(created_by = User.objects.get(pk=user)) blog = New.objects.filter(created_by = u) replies = Reply.objects.filter(reply_to = blog) vote = Vote.objects.filter(voted=blog) following = Relations.objects.filter(initiated_by = u) follower = Relations.objects.filter(follow = u) return render_to_response('profile/publicProfile.html', { 'vote': vote, 'u':u, 'up':up, 'cv': cv, 'ing': following.order_by('-date_initiated'), 'er': follower.order_by('-date_follow'), 'list':blog.order_by('-date'), 'replies':replies }, context_instance=RequestContext(request)) and my url: urlpatterns = patterns('', url(r'^profile_view/(?P<user>\d+)/$', profile_view, name='profile_view'), thanks in advance!

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  • Unable to view ChildWindows in Silverlight

    - by Doug Nelson
    So here is the deal. I have created a silverlight dll that contains two ChildWindow dialogs. These dialogs are self contained with a WCF service reference. I want to reuse these dialogs across multiple projects. I have added a reference to the dll in another project. I am able to new up the childWindow, however, I am not able to set the public properties on it and when I call the Show method, nothing is displayed. Not really sure where to start to figure out why this is not working.

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  • How can I detect when a file download has completed in ASP.NET?

    - by Alexis
    I have a popup window that displays "Please wait while your file is being downloaded". This popup also executes the code below to start the file download. How can I close the popup window once the file download has completed? I need some way to detect that the file download has completed so I can call self.close() to close this popup. System.Web.HttpContext.Current.Response.ClearContent(); System.Web.HttpContext.Current.Response.Clear(); System.Web.HttpContext.Current.Response.ClearHeaders(); System.Web.HttpContext.Current.Response.ContentType = fileObject.ContentType; System.Web.HttpContext.Current.Response.AppendHeader("Content-Disposition", string.Concat("attachment; filename=", fileObject.FileName)); System.Web.HttpContext.Current.Response.WriteFile(fileObject.FilePath); Response.Flush(); Response.End();

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  • How do I fix this NameError?

    - by Kyle Kaitan
    I want to use the value v inside of an instance method on the metaclass of a particular object: v = ParserMap[kind][:validation] # We want to use this value later. s = ParserMap[kind][:specs] const_set(name, lambda { p = Parser.new(&s) # This line starts a new scope... class << p define_method :validate do |opts| v.call(self, opts) # => NameError! The `class` keyword above # has started a new scope and we lost # old `v`. end end p }) Unfortunately, the class keyword starts a new scope, so I lose the old scope and I get a NameError. How do I fix this?

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  • get a function of external file

    - by user295189
    I am using jQuery and my js file thats calling a jquery function resides in totally different directory than jQuery is in. I need to call this function reloadPage like this from js file reloadPage({param1:'First Parameter', param2:ID}); but it gives me an error Line: 341 Error: Object doesn't support this property or method Line 341 is reloadPage({param1:'First Parameter', param2:ID});. What can I do to run this function from outside the directory? I tried parent.reloadPage({param1:'First Parameter', param2:ID}); But that didnt work either.

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  • GWT and Mock the view in MVP pattern

    - by Yannick Eurin
    Hello, i dunno if the question is already ask, but i couldn't find it... i'm searching a way to mock my view in order to test my presenter ? i try to use mockito for the view, and set it in the presenter, but in result in presenter, when i call presenter.getDisplay() (the getter for the view) all of my widget is null ? as i believe it's normal mockito will not mock the widget. i'm 100% sure i mistaken something but i couldnt find it. thanks for your enlightement :)

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  • UITableView via NSFetchedResultsControllerDelegate, select first record by default?

    - by deafgreatdane
    I have a UITableView that gets populated from CoreData via a controller that implements NSFetchedResultsControllerDelegate. How can I have it automatically select the first row (and fire the tableView:didSelectRowAtIndexPath message)? The tableview is used for a variety of predicate queries, so I'm suspicious of solutions that work on the UIViewController lifecycle (viewDidLoad, etc), but I'm new to the platform, so I'm open. I've tried a variety of things, but I'm not sure where in the call stack to put it. I've tried calling cell.selected = true inside tableView:cellForRowAtIndex: method, but that just ends up turning the cell black (and doesn't fire the selected callback method) A tagent question, with all the delegating and core data protocols, does it imply asynchronous data fetch (multiple threads)? Or is the NSFetchedResultsController calling all its related methods in the same thread? Maybe I'm just scared that if it is async, there would be race conditions that would be tough to troubleshoot later.

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  • MVVM (ICommand) in Silverlight

    - by Andrey Khataev
    Hello! Please, don't judge strictly if this question was discussed previously or indirectly answered in huge nearby prism and mvvm blogs. In WPF implementation of RelayCommand or DelegateCommand classes there is a such eventhandler /// <summary> /// Occurs whenever the state of the application changes such that the result of a call to <see cref="CanExecute"/> may return a different value. /// </summary> public event EventHandler CanExecuteChanged { add { CommandManager.RequerySuggested += value; } remove { CommandManager.RequerySuggested -= value; } } but in SL subset of namespaces there are no CommandManager class. And this is where I'm stuck. I haven't yet found an workaround for this in MVVM adoptation for SL (PRISM is so complex for me yet). Different simple HelloWorldMVVM apps don't deal with at all. Thanks in advance and sorry for my English -)

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  • Connecting SceneBuilder edited FXML to Java code

    - by daniel
    Recently I had to answer several questions regarding how to connect an UI built with the JavaFX SceneBuilder 1.0 Developer Preview to Java Code. So I figured out that a short overview might be helpful. But first, let me state the obvious. What is FXML? To make it short, FXML is an XML based declaration format for JavaFX. JavaFX provides an FXML loader which will parse FXML files and from that construct a graph of Java object. It may sound complex when stated like that but it is actually quite simple. Here is an example of FXML file, which instantiate a StackPane and puts a Button inside it: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml"> <children> <Button mnemonicParsing="false" text="Button" /> </children> </StackPane> ... and here is the code I would have had to write if I had chosen to do the same thing programatically: import javafx.scene.control.*; import javafx.scene.layout.*; ... final Button button = new Button("Button"); button.setMnemonicParsing(false); final StackPane stackPane = new StackPane(); stackPane.setPrefWidth(200.0); stackPane.setPrefHeight(150.0); stacPane.getChildren().add(button); As you can see - FXML is rather simple to understand - as it is quite close to the JavaFX API. So OK FXML is simple, but why would I use it?Well, there are several answers to that - but my own favorite is: because you can make it with SceneBuilder. What is SceneBuilder? In short SceneBuilder is a layout tool that will let you graphically build JavaFX user interfaces by dragging and dropping JavaFX components from a library, and save it as an FXML file. SceneBuilder can also be used to load and modify JavaFX scenegraphs declared in FXML. Here is how I made the small FXML file above: Start the JavaFX SceneBuilder 1.0 Developer Preview In the Library on the left hand side, click on 'StackPane' and drag it on the content view (the white rectangle) In the Library, select a Button and drag it onto the StackPane on the content view. In the Hierarchy Panel on the left hand side - select the StackPane component, then invoke 'Edit > Trim To Selected' from the menubar That's it - you can now save, and you will obtain the small FXML file shown above. Of course this is only a trivial sample, made for the sake of the example - and SceneBuilder will let you create much more complex UIs. So, I have now an FXML file. But what do I do with it? How do I include it in my program? How do I write my main class? Loading an FXML file with JavaFX Well, that's the easy part - because the piece of code you need to write never changes. You can download and look at the SceneBuilder samples if you need to get convinced, but here is the short version: Create a Java class (let's call it 'Main.java') which extends javafx.application.Application In the same directory copy/save the FXML file you just created using SceneBuilder. Let's name it "simple.fxml" Now here is the Java code for the Main class, which simply loads the FXML file and puts it as root in a stage's scene. /* * Copyright (c) 2012, Oracle and/or its affiliates. All rights reserved. */ package simple; import java.util.logging.Level; import java.util.logging.Logger; import javafx.application.Application; import javafx.fxml.FXMLLoader; import javafx.scene.Scene; import javafx.scene.layout.StackPane; import javafx.stage.Stage; public class Main extends Application { /** * @param args the command line arguments */ public static void main(String[] args) { Application.launch(Main.class, (java.lang.String[])null); } @Override public void start(Stage primaryStage) { try { StackPane page = (StackPane) FXMLLoader.load(Main.class.getResource("simple.fxml")); Scene scene = new Scene(page); primaryStage.setScene(scene); primaryStage.setTitle("FXML is Simple"); primaryStage.show(); } catch (Exception ex) { Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex); } } } Great! Now I only have to use my favorite IDE to compile the class and run it. But... wait... what does it do? Well nothing. It just displays a button in the middle of a window. There's no logic attached to it. So how do we do that? How can I connect this button to my application logic? Here is how: Connection to code First let's define our application logic. Since this post is only intended to give a very brief overview - let's keep things simple. Let's say that the only thing I want to do is print a message on System.out when the user clicks on my button. To do that, I'll need to register an action handler with my button. And to do that, I'll need to somehow get a handle on my button. I'll need some kind of controller logic that will get my button and add my action handler to it. So how do I get a handle to my button and pass it to my controller? Once again - this is easy: I just need to write a controller class for my FXML. With each FXML file, it is possible to associate a controller class defined for that FXML. That controller class will make the link between the UI (the objects defined in the FXML) and the application logic. To each object defined in FXML we can associate an fx:id. The value of the id must be unique within the scope of the FXML, and is the name of an instance variable inside the controller class, in which the object will be injected. Since I want to have access to my button, I will need to add an fx:id to my button in FXML, and declare an @FXML variable in my controller class with the same name. In other words - I will need to add fx:id="myButton" to my button in FXML: -- <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> and declare @FXML private Button myButton in my controller class @FXML private Button myButton; // value will be injected by the FXMLLoader Let's see how to do this. Add an fx:id to the Button object Load "simple.fxml" in SceneBuilder - if not already done In the hierarchy panel (bottom left), or directly on the content view, select the Button object. Open the Properties sections of the inspector (right panel) for the button object At the top of the section, you will see a text field labelled fx:id. Enter myButton in that field and validate. Associate a controller class with the FXML file Still in SceneBuilder, select the top root object (in our case, that's the StackPane), and open the Code section of the inspector (right hand side) At the top of the section you should see a text field labelled Controller Class. In the field, type simple.SimpleController. This is the name of the class we're going to create manually. If you save at this point, the FXML will look like this: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml" fx:controller="simple.SimpleController"> <children> <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> </children> </StackPane> As you can see, the name of the controller class has been added to the root object: fx:controller="simple.SimpleController" Coding the controller class In your favorite IDE, create an empty SimpleController.java class. Now what does a controller class looks like? What should we put inside? Well - SceneBuilder will help you there: it will show you an example of controller skeleton tailored for your FXML. In the menu bar, invoke View > Show Sample Controller Skeleton. A popup appears, displaying a suggestion for the controller skeleton: copy the code displayed there, and paste it into your SimpleController.java: /** * Sample Skeleton for "simple.fxml" Controller Class * Use copy/paste to copy paste this code into your favorite IDE **/ package simple; import java.net.URL; import java.util.ResourceBundle; import javafx.fxml.FXML; import javafx.fxml.Initializable; import javafx.scene.control.Button; public class SimpleController implements Initializable { @FXML // fx:id="myButton" private Button myButton; // Value injected by FXMLLoader @Override // This method is called by the FXMLLoader when initialization is complete public void initialize(URL fxmlFileLocation, ResourceBundle resources) { assert myButton != null : "fx:id=\"myButton\" was not injected: check your FXML file 'simple.fxml'."; // initialize your logic here: all @FXML variables will have been injected } } Note that the code displayed by SceneBuilder is there only for educational purpose: SceneBuilder does not create and does not modify Java files. This is simply a hint of what you can use, given the fx:id present in your FXML file. You are free to copy all or part of the displayed code and paste it into your own Java class. Now at this point, there only remains to add our logic to the controller class. Quite easy: in the initialize method, I will register an action handler with my button: () { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... -- ... // initialize your logic here: all @FXML variables will have been injected myButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... That's it - if you now compile everything in your IDE, and run your application, clicking on the button should print a message on the console! Summary What happens is that in Main.java, the FXMLLoader will load simple.fxml from the jar/classpath, as specified by 'FXMLLoader.load(Main.class.getResource("simple.fxml"))'. When loading simple.fxml, the loader will find the name of the controller class, as specified by 'fx:controller="simple.SimpleController"' in the FXML. Upon finding the name of the controller class, the loader will create an instance of that class, in which it will try to inject all the objects that have an fx:id in the FXML. Thus, after having created '<Button fx:id="myButton" ... />', the FXMLLoader will inject the button instance into the '@FXML private Button myButton;' instance variable found on the controller instance. This is because The instance variable has an @FXML annotation, The name of the variable exactly matches the value of the fx:id Finally, when the whole FXML has been loaded, the FXMLLoader will call the controller's initialize method, and our code that registers an action handler with the button will be executed. For a complete example, take a look at the HelloWorld SceneBuilder sample. Also make sure to follow the SceneBuilder Get Started guide, which will guide you through a much more complete example. Of course, there are more elegant ways to set up an Event Handler using FXML and SceneBuilder. There are also many different ways to work with the FXMLLoader. But since it's starting to be very late here, I think it will have to wait for another post. I hope you have enjoyed the tour! --daniel

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  • VB.NET Application which can compile and run C programs

    - by Arjun Vasudevan
    These days I'm working on a VB.NET application which can be used to edit, compile and run C programs. Can someone tell me how I can call a cl.exe process from within my VB program and also that how do I run the program in the console widow itself. Presently I have only the editor ready. With that one can type in a program and save it with a ".c" extension. Now there are 2 buttons on my form - "Compile" and "Run". When the user clicks on the "Compile" button, the program should be passed to the cl.exe process and the errors should be displayed in another textbox or the DOS(black screen itself). And when the user clicks on the "Run" button, the ".exe" file which just got created should get executed.

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  • GIT: Checkout to a "Really" Specific Folder

    - by Rafid K. Abdullah
    I want to export, checkout, or whatever you call it from the index, HEAD, or any other commit, to a specific folder, how is that possible? Similar questions have already been asked: GIT: Checkout to a specific folder How to do a "git export" (like "svn export") But the problem with the proposed solution is that they preserve the relative path. So for example, if I use the mentioned method to check out the file nbapp/editblog.php to the folder temp, the file would be checked out in temp/nbapp/editblog.php! Is there anyway to checkout to 'temp' directly? Also, another important thing is to be able to check the HEAD or any other commit. The checkout-index (which allows using the --prefix option to checkout to a specific folder, while normal checkout doesn't allow) checks out only the index. What if I want to check out a file from a certain commit to a certain folder? A similar question has alread

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  • Do a database query on Textbox onblur event

    - by user279521
    I am using asp.net 3.5 with C#. I need to do a database lookup when a user enters ProductID in txtProductID. I guess doing javascript is out of the question since this will have to be server side call. I wrote this code in the page_load event of the webpage: protected void Page_Load(object sender, EventArgs e) { txtProductID.Attributes.Add("onblur", "LookupProduct()"); } protected void LookupUser() { //Lookup Product information on onBlur event; } I get an error message: Microsoft JScript runtime error: Object expected How can I resolve this ?

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  • Subprocess fails to catch the standard output

    - by user343934
    I am trying to generate tree with fasta file input and Alignment with MuscleCommandline import sys,os, subprocess from Bio import AlignIO from Bio.Align.Applications import MuscleCommandline cline = MuscleCommandline(input="c:\Python26\opuntia.fasta") child= subprocess.Popen(str(cline), stdout = subprocess.PIPE, stderr=subprocess.PIPE, shell=(sys.platform!="win32")) align=AlignIO.read(child.stdout,"fasta") outfile=open('c:\Python26\opuntia.phy','w') AlignIO.write([align],outfile,'phylip') outfile.close() I always encounter with these problems Traceback (most recent call last): File "<string>", line 244, in run_nodebug File "C:\Python26\muscleIO.py", line 11, in <module> align=AlignIO.read(child.stdout,"fasta") File "C:\Python26\Lib\site-packages\Bio\AlignIO\__init__.py", line 423, in read raise ValueError("No records found in handle") ValueError: No records found in handle

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  • Handling log-in / log-out via Objective-c

    - by squeezemylime
    Having a real problem with this one...Tried using cookies to store variables, etc. but no luck. Writing an iPhone app where the User has to log in. There is an HTTPS call to get the person's userid, which is used practically everywhere else in the app, so that either has to be stored in a global variable or a cookie (for sending messages to other users, etc.) I tried the cookie route, but am having great difficulty storing (and retriving) a user ID in a cookie. The User should be able to then close out of the app and then reboot it and have the app retain their User ID as well, so I'm not sure global variables are necessarily the solution to this. Are there any best practices or suggestions?

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  • EF4 CTP5 Code First approach ignores Table attributes

    - by Justin
    I'm using EF4 CTP5 code first approach but am having trouble getting it to work. I have a class called "Company" and a database table called "CompanyTable". I want to map the Company class to the CompanyTable table, so have code like this: [Table(Name = "CompanyTable")] public class Company { [Key] [Column(Name = "CompanyIdNumber", DbType = "int")] public int CompanyNumber { get; set; } [Column(Name = "CompanyName", DbType = "varchar")] public string CompanyName { get; set; } } I then call it like so: var db = new Users(); var companies = (from c in db.Companies select c).ToList(); However it errors out: Invalid object name 'dbo.Companies'. It's obviously not respecting the Table attribute on the class, even though it says here that Table attribute is supported. Also it's pluralizing the name it's searching for (Companies instead of Company.) How do I map the class to the table name?

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