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  • javac will not compile enum, ( Windows Sun 1.6 --> OpenJDK 1.6)

    - by avgvstvs
    package com.scheduler.process; public class Process { public enum state { NOT_SUBMITTED, SUBMITTED, BLOCKED, READY, RUNNING, COMPLETED } private state currentState; public state getCurrentState() { return currentState; } public void setCurrentState(state currentState) { this.currentState = currentState; } } package com.scheduler.machine; import com.scheduler.process.Process; import com.scheduler.process.Process.state; public class Machine { com.scheduler.process.Process p = new com.scheduler.process.Process(); state s = state.READY; //fails if I don't also explicitly import Process.state p.setCurrentState(s); //says I need a declarator id after 's'... this is wrong. p.setCurrentState(state.READY); } Modified the example to try and direct to the issue. I cannot change the state on this code. Eclipse suggests importing Process.state like I had on my previous example, but this doesn't work either. This allows state s = state.READY but the call to p.setCurrentState(s); fails as does p.setCurrentState(state.READY);

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  • Getting the full-name of the current user, returns an empty string (C#/C++)

    - by Nir
    I try to get the full-name of the current log-in user (Fullname, not username). The following code C#, C++ works fine but on XP computers not connected to the Net, I get empty string as result if I run it ~20 minutes after login (It runs OK whithin the first ~20 minutes after login) A Win32 API (GetUserNameEx) is used rather that PrincipalContext since it PrincipalContext may takes up to 15 seconds when working offline. Any Help why am I getting an empty string as result though a user full name is specified??? - C# Code public static string CurrentUserFullName { get { const int EXTENDED_NAME_FORMAT_NAME_DISPLAY = 3; StringBuilder userName = new StringBuilder(256); uint length = (uint) userName.Capacity; string ret; if (GetUserNameEx(EXTENDED_NAME_FORMAT_NAME_DISPLAY, userName, ref length)) { ret = userName.ToString(); } else { int errorCode = Marshal.GetLastWin32Error(); throw new Win32Exception("GetUserNameEx Failed. Error code - " + errorCode); } return ret; } } [DllImport("Secur32.dll", CharSet = CharSet.Auto, SetLastError = true)] private static extern bool GetUserNameEx(int nameFormat, StringBuilder lpNameBuffer, ref uint lpnSize); - Code in C++ #include "stdafx.h" #include <windows.h> #define SECURITY_WIN32 #include <Security.h> #pragma comment( lib, "Secur32.lib" ) int _tmain(int argc, _TCHAR* argv[]) { char szName[100]; ULONG nChars = sizeof( szName ); if ( GetUserNameEx( NameDisplay, szName, &nChars ) ) { printf( "Name: %s\n", szName); } else { printf( "Failed to GetUserNameEx\n" ); printf( "%d\n", GetLastError() ); } return 0; }

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  • C++ Declaring an enum within a class

    - by bporter
    In the following code snippet, the Color enum is declared within the Car class in order to limit the scope of the enum and to try not to "pollute" the global namespace. class Car { public: enum Color { RED, BLUE, WHITE }; void SetColor( Car::Color color ) { _color = color; } Car::Color GetColor() const { return _color; } private: Car::Color _color; }; (1) Is this a good way to limit the scope of the Color enum? Or, should I declare it outside of the Car class, but possibly within its own namespace or struct? I just came across this article today, which advocates the latter and discusses some nice points about enums: http://gamesfromwithin.com/stupid-c-tricks-2-better-enums. (2) In this example, when working within the class, is it best to code the enum as Car::Color, or would just Color suffice? (I assume the former is better, just in case there is another Color enum declared in the global namespace. That way, at least, we are explicit about the enum to we are referring.) Thanks in advance for any input on this.

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  • how to do validations when composing object of a class in other class ?

    - by haansi
    Hi, I have an IPAddress class which has one property named ip and in its setter I am validating data coming and if data is invalid it throws an error. (Its code is as the following): private string ip; public string IP { get { return ip; } set { string PartsOfIP = value.Split('.'); if (PartsOfIP.Length == 4) { foreach (string part in PartsOfIP) { int a = 0; bool result = int.TryParse(part, out a); if (result != true) { throw new Exception("Invalid IP"); } else { ip = value; } } } else { throw new Exception("Invalid IP"); } } In User Class I want to compose an object of IPAddress class. I am doing validations for properties of User in User class and validations of Ip in IPAddress class. My question is how I will compose IPAddress object in UserClass and what will be syntax for this ? If I again mention get and set here with IPAddress object in User class will my earlier mentioned (in IPAddress class) getter and setter work ? plz advice me in details thanks

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  • Accessing and inheriting Windows Message for other Windows Message in Delphi

    - by HX_unbanned
    I am using WMSysCommand messages to modify Caption bar button ( Maximize / Minimize ) behaivor and recent update requiered to use WMNCHitTest, but I do not want to split these two related messages in multiplie procedures because of lengthy code. Can I access private declaration ( message ) from other message? And if I can - How to do it? procedure TForm1.WMNCHitTest(var Msg: TWMNCHitTest) ; begin SendMessage(Handle, HTCAPTION, WM_NCHitTest, 0); // or other wParam or lParam ???? end; procedure TForm1.WMSysCommand; begin if (Msg.CmdType = SC_MAXIMIZE or 61488) or (Msg.Result = htCaption or 2) then // if command is Maximize or reciever message of Caption Bar click begin if CheckWin32Version(6, 0) then Constraints.MaxHeight := 507 else Constraints.MaxHeight := 499; Constraints.MaxWidth := 0; end else if (Msg.CmdType = SC_MINIMIZE or 61472) or (Msg.Result = htCaption or 2) then // if command is Minimize begin if (EnsureRange(Width, 252, 510) >= (510 / 2)) then PreviewOpn.Caption := '<' else PreviewOpn.Caption := '>'; end; DefaultHandler(Msg); // reset Message handler to default ( Application ) end; Soo ... do I think correctly and sipmly do not know correct commands or I am thinking total bullsh*t? Regards. Thanks for any help...

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  • Cannot compute equation, always gives zero

    - by user1738391
    Did i miss something? The variable percentage_ always equals 0. I've checked nTimes and winnings, they give the correct values as what is being input. Even when I test out a simple equation like, percentage_=1+1, percentage_ will give 0. Can someone help? #pragma once #include <iostream> #include <string> #include <cstdlib> #include <iomanip> using namespace std; class GuessMachine { private: int nTimes; int winnings; string nM[6]; public: GuessMachine(); void displayPrizes(); void displayMenu(); int getInput(); void checkNumber(); void checkPrize(); }; void GuessMachine::checkPrize() { MagicNumber mn; int prize_=mn.generateNumber(); float percentage_; percentage_ = float (winnings/nTimes*100); //<--On this line percentage is always 0 no matter what winnings and nTimes are cout<<"Percentage is "<<percentage_<<endl; if(percentage_ >= 50) { cout<<"You have scored "<<percentage_<<"% and won "<<nM[prize_]; } else { cout<<"You have scored "<<percentage_<<"%. You lose!!"; } cin.ignore(); cin.ignore(); }

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  • Exception when click DataGridview tab c#, .Net 4.0

    - by Nguyen Nam
    My winform app have two tab and multi thread, one is main tab and other is log tab. I only use log tab to show logs in a datagridview control. Exception is random occurred when click to log tab (Not click to row or colunm), i have try but can not find anyway to fix it. This is the error log: Message : Object reference not set to an instance of an object. Source : System.Windows.Forms TargetSite : System.Windows.Forms.DataGridViewElementStates GetRowState(Int32) StackTrace : at System.Windows.Forms.DataGridViewRowCollection.GetRowState(Int32 rowIndex) at System.Windows.Forms.DataGridView.ComputeHeightOfFittingTrailingScrollingRows(Int32 totalVisibleFrozenHeight) at System.Windows.Forms.DataGridView.GetOutOfBoundCorrectedHitTestInfo(HitTestInfo& hti, Int32& mouseX, Int32& mouseY, Int32& xOffset, Int32& yOffset) at System.Windows.Forms.DataGridView.OnMouseMove(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseMove(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.DataGridView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Message : Object reference not set to an instance of an object. Source : System.Windows.Forms TargetSite : Void ClearInternal(Boolean) StackTrace : at System.Windows.Forms.DataGridViewRowCollection.ClearInternal(Boolean recreateNewRow) at System.Windows.Forms.DataGridView.OnClearingColumns() at System.Windows.Forms.DataGridViewColumnCollection.Clear() at System.Windows.Forms.DataGridView.Dispose(Boolean disposing) at System.ComponentModel.Component.Dispose() at System.Windows.Forms.Control.Dispose(Boolean disposing) at System.ComponentModel.Component.Dispose() at System.Windows.Forms.Control.Dispose(Boolean disposing) at System.Windows.Forms.TabControl.Dispose(Boolean disposing) at System.ComponentModel.Component.Dispose() at System.Windows.Forms.Control.Dispose(Boolean disposing) at System.Windows.Forms.Form.Dispose(Boolean disposing) Update status code: private void updateMessage(int index, string message) { try { this.dgForums.Rows[index].Cells["ColStatus"].Value = message; System.Windows.Forms.Application.DoEvents(); } catch { } }

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  • I want a function to return a type of the subclass its invoked from

    - by Jay
    I want to have a function defined in a superclass that returns a value of the type of the subclass that is used to invoke the function. That is, say I have class A with a function plugh. Then I create subclasses B and C that extend A. I want B.plugh to return a B and C.plugh to return a C. Yes, they could return an A, but then the caller would have to either cast it to the right subtype, which is a pain when used a lot, or declare the receiving variable to be of the supertype, which loses type safety. So I was trying to do this with generics, writing something like this: class A<T extends A> { private T foo; public T getFoo() { return foo; } } class B extends A<B> { public void calcFoo() { foo=... whatever ... } } class C extends A<C> { public void calcFoo() { foo=... whatever ... } } This appears to work but it looks pretty ugly. For one thing, I get warnings on "class A". The compiler says that A is generic and I should specify the type. I guess it wants me to say "class A". But what would I put in for x? I think I could get stuck in an infinite loop here. It seems weird to write "class B extends A", but this causes no complaints, so maybe that's just fine. Is this the right way to do it? Is there a better way?

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  • C++ and Dependency Injection in unit testing

    - by lhumongous
    Suppose I have a C++ class like so: class A { public: A() { } void SetNewB( const B& _b ) { m_B = _b; } private: B m_B; } In order to unit test something like this, I would have to break A's dependency on B. Since class A holds onto an actual object and not a pointer, I would have to refactor this code to take a pointer. Additionally, I would need to create a parent interface class for B so I can pass in my own fake of B when I test SetNewB. In this case, doesn't unit testing with dependency injection further complicate the existing code? If I make B a pointer, I'm now introducing heap allocation, and some piece of code is now responsible for cleaning it up (unless I use ref counted pointers). Additionally, if B is a rather trivial class with only a couple of member variables and functions, why introduce a whole new interface for it instead of just testing with an instance of B? I suppose you could make the argument that it would be easier to refactor A by using an interface. But are there some cases where two classes might need to be tightly coupled?

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  • Modular Inverse and BigInteger division

    - by dano82
    I've been working on the problem of calculating the modular inverse of an large integer i.e. a^-1 mod n. and have been using BigInteger's built in function modInverse to check my work. I've coded the algorithm as shown in The Handbook of Applied Cryptography by Menezes, et al. Unfortunately for me, I do not get the correct outcome for all integers. My thinking is that the line q = a.divide(b) is my problem as the divide function is not well documented (IMO)(my code suffers similarly). Does BigInteger.divide(val) round or truncate? My assumption is truncation since the docs say that it mimics int's behavior. Any other insights are appreciated. This is the code that I have been working with: private static BigInteger modInverse(BigInteger a, BigInteger b) throws ArithmeticException { //make sure a >= b if (a.compareTo(b) < 0) { BigInteger temp = a; a = b; b = temp; } //trivial case: b = 0 => a^-1 = 1 if (b.equals(BigInteger.ZERO)) { return BigInteger.ONE; } //all other cases BigInteger x2 = BigInteger.ONE; BigInteger x1 = BigInteger.ZERO; BigInteger y2 = BigInteger.ZERO; BigInteger y1 = BigInteger.ONE; BigInteger x, y, q, r; while (b.compareTo(BigInteger.ZERO) == 1) { q = a.divide(b); r = a.subtract(q.multiply(b)); x = x2.subtract(q.multiply(x1)); y = y2.subtract(q.multiply(y1)); a = b; b = r; x2 = x1; x1 = x; y2 = y1; y1 = y; } if (!a.equals(BigInteger.ONE)) throw new ArithmeticException("a and n are not coprime"); return x2; }

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  • Problems with Unity BuildUp Method

    - by Voice
    Hi everybody) I'm using Unity App Block for my project (version 1.2.0.0). I have a problem with Unity Container BuildUp method which I'm using for my ascx controls. Here is some code (that's pretty simple) public class BaseUserControl<T>:UserControl where T:class { protected override void OnInit(EventArgs e) { InjectDependencies(); base.OnInit(e); } protected virtual void InjectDependencies() { var context = HttpContext.Current; if (context == null) { return; } var accessor = context.ApplicationInstance as IContainerAccessor; if (accessor == null) { return; } var container = accessor.Container; if (container == null) { throw new InvalidOperationException("No Unity container found"); } container.BuildUp<T>(this as T); } } This method is called in base control for ascx controls in my solution. And here the property that should be injected in child control: [Dependency] private IStock Stock { get; set; } So after buildup Stock property is still empty. Resolve method works fine for IStock with the same container and configuration. I've tried buildup with simple test class with only one property IStock and got the same result. So what can be wrong with buildup?

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  • Does Monitor.Wait ensure that fields are re-read?

    - by Marc Gravell
    It is generally accepted (I believe!) that a lock will force any values from fields to be reloaded (essentially acting as a memory-barrier or fence - my terminology in this area gets a bit loose, I'm afraid), with the consequence that fields that are only ever accessed inside a lock do not themselves need to be volatile. (If I'm wrong already, just say!) A good comment was raised here, questioning whether the same is true if code does a Wait() - i.e. once it has been Pulse()d, will it reload fields from memory, or could they be in a register (etc). Or more simply: does the field need to be volatile to ensure that the current value is obtained when resuming after a Wait()? Looking at reflector, Wait calls down into ObjWait, which is managed internalcall (the same as Enter). The scenario in question was: bool closing; public bool TryDequeue(out T value) { lock (queue) { // arbitrary lock-object (a private readonly ref-type) while (queue.Count == 0) { if (closing) { // <==== (2) access field here value = default(T); return false; } Monitor.Wait(queue); // <==== (1) waits here } ...blah do something with the head of the queue } } Obviously I could just make it volatile, or I could move this out so that I exit and re-enter the Monitor every time it gets pulsed, but I'm intrigued to know if either is necessary.

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  • How to load/save C++ class instance (using STL containers) to disk

    - by supert
    I have a C++ class representing a hierarchically organised data tree which is very large (~Gb, basically as large as I can get away with in memory). It uses an STL list to store information at each node plus iterators to other nodes. Each node has only one parent, but 0-10 children. Abstracted, it looks something like: struct node { public: node_list_iterator parent; // iterator to a single parent node double node_data_array[X]; map<int,node_list_iterator> children; // iterators to child nodes }; class strategy { private: list<node> tree; // hierarchically linked list of nodes struct some_other_data; public: void build(); // build the tree void save(); // save the tree from disk void load(); // load the tree from disk void use(); // use the tree }; I would like to implement the load() and save() to disk, and it should be fairly fast, however the obvious problems are: I don't know the size in advance; The data contains iterators, which are volatile; My ignorance of C++ is prodigious. Could anyone suggest a pure C++ solution please?

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  • Unable to Get values from Web Form to a PHP Class to Display

    - by kentrenholm
    I am having troubles getting the value from my variables submitted via a web form using a PHP class file. Here is my structure of the web page: Order Form Page Process.php Page Book.php Page I can easily get the user data entered (on Order Form Page), process, and display it on the Process.php page. The issue is that I must create a Book class and print the details of the data using the Book class. I have an empty constructor printing out "created" so I know my constructor is being called. I also am able to print the word "title" so I know I can print to the screen by using the Book class. My issue is that I can't get values in my variables in the Book class. Here is my variable declaration: private $title; Here is my printDetails function: public function printDetails () { echo "Title: " . $this->title . "<br />"; } Here is my new instance of the book class: $bookNow = new book; Here are my get and set functions: function __getTitle($title) { return $this->$title; } function __setTitle($title,$value) { $this->$title = $value; } I do have four other variables that I'm looking to display as well. Each of those have their own variable declaration, a line in printDetails, and their own setter and getter. Lastly, I also have a call to the Book class in my process PHP. It looks like this: function __autoload($book) { include $book . '.php'; } $bookNow = new book(); Any help, much appreciated. It must be something so very small (I'm hoping).

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  • Center text inside a circle on a canvas

    - by jax
    I have the coordinates of the center of a circle where I need to draw some text. The circle may be larger or smaller depending on the attributes I have specified. I have set the center horizontally using mTextBrush.setTextAlign(Align.CENTER);. The problem is that I can't figure out a way to center the text vertically. (See "Draw the counter" below) //Text Brush setup mTextBrush = new Paint(Paint.ANTI_ALIAS_FLAG); mTextBrush.setColor(Color.BLACK); mTextBrush.setTextSize(1/10*mMaxSize); mTextBrush.setTextAlign(Align.CENTER); mTextBrush.setStyle(Paint.Style.STROKE); private void drawSmallTimer(Canvas canvas) { //Variable cache int radiusLocalCache = this.mRadius; int cx = radiusLocalCache+(radiusLocalCache/2); int cy = radiusLocalCache-(radiusLocalCache/2); int radius = radiusLocalCache/3; //Draw the background circle canvas.drawCircle(cx, cy, radius, mBackgroundBrush); //Draw the outline stroke canvas.drawCircle(cx, cy, radius, mStrokeBrush); //Draw the counter String text = String.valueOf(mCounter); canvas.drawText(text, cx, cy, mTextBrush); }

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  • Adding a ActionPerformed Array to a String Array

    - by user267490
    Hey, Before you guys ask, yes I've searched online for the answer, but everything I found just leaves a lil confuse and nothing is recent so asking in those forums won't really help. My problems is this: I have an array that holds my name for a menu. String[] fontColor = new String[] {"Red", "Blue", "Green"}; for (int i = 0; i < fontColors.length; i++) { JMenuItem fontC = new JMenuItem(fontColors[i]); fontC.addActionListener(new fontColorAction()); changeFontColor.add(fontC); } Then I have an array that holds my color change in a class called fontColorAction in that class I have another array that does the same thing as my string array except all thats in the statement is textarea.setForeground(colorArr[i]); that will set the setForeground() in order, but now how do I successfully attact the action listner in my class to my menuItems? my class looks like this private class fontColorAction implements ActionListener { Color[] colorArr - new Color[] {"Color.RED","Color.BLUE","Color.GREEN"}; public void actionPerformed(ActionEvent e){ for(i = 0; i < collorArr.length; i++){ textarea.setForeground(colorArr[i]); } } }

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  • How should I organize my Java GUI?

    - by Spencer
    I'm creating a game in Java for fun and I'm trying to decide how to organize my classes for the GUI. So far, all the classes with only the swing components and layout (no logic) are in a package called "ui". I now need to add listeners (i.e. ActionListener) to components (i.e. button). The listeners need to communicate with the Game class. Currently I have: Game.java - creates the frame add panels to it import javax.swing.; import ui.; public class Game { private JFrame frame; Main main; Rules rules; Game() { rules = new Rules(); frame = new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); main = new Main(); frame.setContentPane(main.getContentPane()); show(); } void show() { frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } public static void main(String[] args) { new Game(); } } Rules.java - game logic ui package - all classes create new panels to be swapped out with the main frame's content pane Main.java (Main Menu) - creates a panel with components Where do I now place the functionality for the Main class? In the game class? Separate class? Or is the whole organization wrong? Thanks

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  • How to Implement an Interface that Requires Duplicate Member Names in C#?

    - by Will Marcouiller
    I often have to implement some interfaces such as IEnumerable<T> in my code. Each time, when implementing automatically, I encounter the following: public IEnumerator<T> GetEnumerator() { // Code here... } public IEnumerator GetEnumerator1() { // Code here... } Though I have to implement both GetEnumerator() methods, they impossibly can have the same name, even if we understand that they do the same, somehow. The compiler can't treat them as one being the overload of the other, because only the return type differs. When doing so, I manage to set the GetEnumerator1() accessor to private. This way, the compiler doesn't complaint about not implementing the interface member, and I simply throw a NotImplementedException within the methods body. However, I wonder whether it is a good practice, or if I shall proceed differently, as perhaps a method alias or something like so. What is the best approach while implementing an interface such as IEnumerable<T> that requires the implementation of two different methods with the same name?

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  • Why do you need "extern C" for 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! Answer: Calling convention of C and C++ functions are not necessary the same, so you need to create one with C calling convention. See 7.5 (p4) of C++ standard.

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  • Rails : can't write unknown attribute `url'

    - by user2954789
    I am new to ruby on rails,and I am learning by creating a blog. I am not able to save to my blogs table and I get this error "can't write unknown attribute url" Blogs migration :db/migrate/ class CreateBlogs < ActiveRecord::Migration --def change --- create_table :blogs do |t| ---- t.string :title ---- t.text :description ---- t.string :slug ---- t.timestamps --- end --end end Blogs Model :/app/models/blogs.rb class Blogs < ActiveRecord::Base --acts_as_url :title --def to_param ---url --end --validates :title, presence:true end Blogs Controller : /app/controllers/blogs_controller.rb class BlogsController < ApplicationController before_action :require_login --def new --- @blogs = Blogs.new --end --def show ---@blogs = Blogs.find(params[:id]) --end --def create ---@blogs = Blogs.new(blogs_params) --if @blogs.save ---flash[:success] = "Your Blog has been created." ---redirect_to home_path --else ---render 'new' --end -end --def blogs_params ---params.require(:blogs).permit(:title,:description) --end private --def require_login ---unless signed_in? ----flash[:error] = "You must be logged in to create a new Blog" ----redirect_to signin_path ---end --end end Blogs Form:/app/views/blogs/new.html.erb Blockquote <%= form_for @blogs, url: blogs_path do |f| %><br/> <%= render 'shared/error_messages_blogs' %><br/> <%= f.label :title %><br/> <%= f.text_field :title %><br/> <%= f.label :description %><br/> <%= f.text_area :description %><br/> <%= f.submit "Submit Blog", class: "btn btn-large btn-primary" %><br/> <% end %><br/> and I have also added "resources :blogs" to my routes.rb file. I get this error in controller at if @blogs.save

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  • Entity framework 4.0 compiled query with Where() clause issue

    - by Andrey Salnikov
    Hello, I encountered with some strange behavior of System.Data.Objects.CompiledQuery.Compile function - here is my code for compile simple query: private static readonly Func<DataContext, long, Product> productQuery = CompiledQuery.Compile((DataContext ctx, long id) => ctx.Entities.OfType<Data.Product>().Where(p => p.Id == id) .Select(p=>new Product{Id = p.Id}).SingleOrDefault()); where DataContext inherited from ObjectContext and Product is a projection of POCO Data.Product class. My data context in first run contains Data.Product {Id == 1L} and in second Data.Product {Id == 2L}. First using of compilled query productQuery(dataContext, 1L) works perfect - in result I have Product {Id == 1L} but second run productQuery(dataContext, 2L) always returns null, instead of context in second run contains single product with id == 2L. If I remove Where clause I will get correct product (with id == 2L). It seems that first id value caching while first run of productQuery, and therefore all further calls valid only when dataContext contains Data.Product {id==1L}. This issue can't be reproduced if I've used direct query instead of its precompiled version. Also, all tests I've performed on test mdf base using SQL Server 2008 express and Visual studio 2010 final from my ASP.net application.

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  • How to Bind a Command in WPF

    - by MegaMind
    Sometimes we used complex ways so many times, we forgot the simplest ways to do the task. I know how to do command binding, but i always use same approach. Create a class that implements ICommand interface and from the view model i create new instance of that class and binding works like a charm. This is the code that i used for command binding public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); DataContext = this; testCommand = new MeCommand(processor); } ICommand testCommand; public ICommand test { get { return testCommand; } } public void processor() { MessageBox.Show("hello world"); } } public class MeCommand : ICommand { public delegate void ExecuteMethod(); private ExecuteMethod meth; public MeCommand(ExecuteMethod exec) { meth = exec; } public bool CanExecute(object parameter) { return false; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { meth(); } } But i want to know the basic way to do this, no third party dll no new class creation. Do this simple command binding using a single class. Actual class implements from ICommand interface and do the work.

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  • Dependencyproperty doesn't have value on load

    - by Jakob
    My problem is this, I have a UC called profile that contains another UC called FollowImageControl. In my Profile.xaml i declaretively bind a property of FollowImageControl called FollowerId to a CurrentUserId from Profile.xaml.cs. Problem is that I CurrentUserId is assigned in Profile.xaml.cs; the Profile.xaml code-behind. This means that I do not initially get the FollowerId. I have these methods in the FollowImageControl.xaml.cs: public static readonly DependencyProperty _followUserId = DependencyProperty.Register("FollowUserId", typeof(Guid), typeof(FollowImageControl), null); public Guid FollowUserId { get { return (Guid)GetValue(_followUserId); } set { SetValue(_followUserId, value); } } public FollowImageControl() { // Required to initialize variables InitializeComponent(); LoggedInUserId = WebContext.Current.User.UserId; var ctx = new NotesDomainContext(); if (ctx.IsFollowingUser(LoggedInUserId, FollowUserId).Value) SwitchToDelete.Begin(); } private void AddImg_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { if (LoggedInUserId != FollowUserId) { var ctx = new NotesDomainContext(); ctx.FollowUser(FollowUserId, LoggedInUserId); ctx.SubmitChanges(); } } THE WEIRD THING IS that when i insert breakpoints the FollowerUserId in FollowImageControl() is 0, but it has a value in AddImg_MouseLeftButtonDown, and there is no inbetween logic that sets the value of it. How is this??? Here's a little more code info: This is my binding from profile.xaml <internalCtrl:FollowImageControl FollowUserId="{Binding ElementName=ProfileCtrl, Path=CurrentUserId}" /> this is my constructor in profile.xaml.cs wherein the CurrentUserId is set public static readonly DependencyProperty _CurrentUserId = DependencyProperty.Register("CurrentUserId", typeof(Guid), typeof(Profile), null); public Guid CurrentUserId { get { return (Guid)GetValue(_CurrentUserId); } set { SetValue(_CurrentUserId, value); } } public Profile(Guid UserId) { CurrentUserId = UserId; InitializeComponent(); Loaded += new RoutedEventHandler(Profile_Loaded); } I'm seriously dumbfound that one minute the FollowerId has no value, and the next it holds the right, without me having changed the value in the code-behind.

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  • How to make DataGrid Row really fully selectable (clicking on non-cell area)

    - by Samuel
    The question might be a little misleading. Here is a screenshot of a DataGrid that has some dummy values (code provided below) Is there a way to make the white area not covered by a cell clickable? My intention: I want to have full row selection. This can be achieved by SelectionUnit="FullRow" which is fine but how can I make the white area implicitly select the entire row without expanding available cells in width and avoiding code behind Here is the repro code: Xaml: <Window x:Class="DGVRowSelectTest.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" DataContext="{Binding RelativeSource={RelativeSource Self}}"> <DataGrid ItemsSource="{Binding Names}" SelectionMode="Single" SelectionUnit="FullRow" > </DataGrid> </Window> Dummy Code behind of it (just sets the two entries up) using System.Collections.Generic; using System.Windows; namespace DGVRowSelectTest { public partial class MainWindow : Window { private IList<KeyValuePair<string, string>> _names = new List<KeyValuePair<string, string>>{new KeyValuePair<string, string>("A1", "A2"),new KeyValuePair<string, string>("B1","B2")}; public IList<KeyValuePair<string, string>> Names{get { return _names; }set { _names = value; }} public MainWindow() { InitializeComponent(); } } }

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  • How do I force all Tree itemrenderers to refresh?

    - by Richard Haven
    I have item renderers in an mx.controls.Tree that I need to refresh on demand. I have code in the updateDisplayList that fires for only some of the visible nodes no matter what I do. I've tried triggering a change that they should all be listening for; I have tried clearing and resetting the dataProvider and the itemRenderer properties. private function forceCategoryTreeRefresh(event : Event = null) : void { trace("forceCategoryTreeRefresh"); var prevDataProvider : Object = CategoryTree.dataProvider; CategoryTree.dataProvider = null; CategoryTree.validateNow(); CategoryTree.dataProvider = prevDataProvider; var prevItemRenderer : IFactory = CategoryTree.itemRenderer; CategoryTree.itemRenderer = null; CategoryTree.itemRenderer = prevItemRenderer as IFactory; _categoriesChangeDispatcher.dispatchEvent(new Event(Event.CHANGE)); } The nodes refresh properly when I scroll them into view (e.g. the .data gets set), but I cannot force the ones that already exist to refresh or reset themselves. Any ideas?

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