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  • A Security (encryption) Dilemma

    - by TravisPUK
    I have an internal WPF client application that accesses a database. The application is a central resource for a Support team and as such includes Remote Access/Login information for clients. At the moment this database is not available via a web interface etc, but one day is likely to. The remote access information includes the username and passwords for the client's networks so that our client's software applications can be remotely supported by us. I need to store the usernames and passwords in the database and provide the support consultants access to them so that they can login to the client's system and then provide support. Hope this is making sense. So the dilemma is that I don't want to store the usernames and passwords in cleartext on the database to ensure that if the DB was ever compromised, I am not then providing access to our client's networks to whomever gets the database. I have looked at two-way encryption of the passwords, but as they say, two-way is not much different to cleartext as if you can decrypt it, so can an attacker... eventually. The problem here is that I have setup a method to use a salt and a passcode that are stored in the application, I have used a salt that is stored in the db, but all have their weaknesses, ie if the app was reflected it exposes the salts etc. How can I secure the usernames and passwords in my database, and yet still provide the ability for my support consultants to view the information in the application so they can use it to login? This is obviously different to storing user's passwords as these are one way because I don't need to know what they are. But I do need to know what the client's remote access passwords are as we need to enter them in at the time of remoting to them. Anybody have some theories on what would be the best approach here? update The function I am trying to build is for our CRM application that will store the remote access details for the client. The CRM system provides call/issue tracking functionality and during the course of investigating the issue, the support consultant will need to remote in. They will then view the client's remote access details and make the connection

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  • Cloud Computing = Elasticity * Availability

    - by Herve Roggero
    What is cloud computing? Is hosting the same thing as cloud computing? Are you running a cloud if you already use virtual machines? What is the difference between Infrastructure as a Service (IaaS) and a cloud provider? And the list goes on… these questions keep coming up and all try to fundamentally explain what “cloud” means relative to other concepts. At the risk of over simplification, answering these questions becomes simpler once you understand the primary foundations of cloud computing: Elasticity and Availability.   Elasticity The basic value proposition of cloud computing is to pay as you go, and to pay for what you use. This implies that an application can expand and contract on demand, across all its tiers (presentation layer, services, database, security…).  This also implies that application components can grow independently from each other. So if you need more storage for your database, you should be able to grow that tier without affecting, reconfiguring or changing the other tiers. Basically, cloud applications behave like a sponge; when you add water to a sponge, it grows in size; in the application world, the more customers you add, the more it grows. Pure IaaS providers will provide certain benefits, specifically in terms of operating costs, but an IaaS provider will not help you in making your applications elastic; neither will Virtual Machines. The smallest elasticity unit of an IaaS provider and a Virtual Machine environment is a server (physical or virtual). While adding servers in a datacenter helps in achieving scale, it is hardly enough. The application has yet to use this hardware.  If the process of adding computing resources is not transparent to the application, the application is not elastic.   As you can see from the above description, designing for the cloud is not about more servers; it is about designing an application for elasticity regardless of the underlying server farm.   Availability The fact of the matter is that making applications highly available is hard. It requires highly specialized tools and trained staff. On top of it, it's expensive. Many companies are required to run multiple data centers due to high availability requirements. In some organizations, some data centers are simply on standby, waiting to be used in a case of a failover. Other organizations are able to achieve a certain level of success with active/active data centers, in which all available data centers serve incoming user requests. While achieving high availability for services is relatively simple, establishing a highly available database farm is far more complex. In fact it is so complex that many companies establish yearly tests to validate failover procedures.   To a certain degree certain IaaS provides can assist with complex disaster recovery planning and setting up data centers that can achieve successful failover. However the burden is still on the corporation to manage and maintain such an environment, including regular hardware and software upgrades. Cloud computing on the other hand removes most of the disaster recovery requirements by hiding many of the underlying complexities.   Cloud Providers A cloud provider is an infrastructure provider offering additional tools to achieve application elasticity and availability that are not usually available on-premise. For example Microsoft Azure provides a simple configuration screen that makes it possible to run 1 or 100 web sites by clicking a button or two on a screen (simplifying provisioning), and soon SQL Azure will offer Data Federation to allow database sharding (which allows you to scale the database tier seamlessly and automatically). Other cloud providers offer certain features that are not available on-premise as well, such as the Amazon SC3 (Simple Storage Service) which gives you virtually unlimited storage capabilities for simple data stores, which is somewhat equivalent to the Microsoft Azure Table offering (offering a server-independent data storage model). Unlike IaaS providers, cloud providers give you the necessary tools to adopt elasticity as part of your application architecture.    Some cloud providers offer built-in high availability that get you out of the business of configuring clustered solutions, or running multiple data centers. Some cloud providers will give you more control (which puts some of that burden back on the customers' shoulder) and others will tend to make high availability totally transparent. For example, SQL Azure provides high availability automatically which would be very difficult to achieve (and very costly) on premise.   Keep in mind that each cloud provider has its strengths and weaknesses; some are better at achieving transparent scalability and server independence than others.    Not for Everyone Note however that it is up to you to leverage the elasticity capabilities of a cloud provider, as discussed previously; if you build a website that does not need to scale, for which elasticity is not important, then you can use a traditional host provider unless you also need high availability. Leveraging the technologies of cloud providers can be difficult and can become a journey for companies that build their solutions in a scale up fashion. Cloud computing promises to address cost containment and scalability of applications with built-in high availability. If your application does not need to scale or you do not need high availability, then cloud computing may not be for you. In fact, you may pay a premium to run your applications with cloud providers due to the underlying technologies built specifically for scalability and availability requirements. And as such, the cloud is not for everyone.   Consistent Customer Experience, Predictable Cost With all its complexities, buzz and foggy definition, cloud computing boils down to a simple objective: consistent customer experience at a predictable cost.  The objective of a cloud solution is to provide the same user experience to your last customer than the first, while keeping your operating costs directly proportional to the number of customers you have. Making your applications elastic and highly available across all its tiers, with as much automation as possible, achieves the first objective of a consistent customer experience. And the ability to expand and contract the infrastructure footprint of your application dynamically achieves the cost containment objectives.     Herve Roggero is a SQL Azure MVP and co-author of Pro SQL Azure (APress).  He is the co-founder of Blue Syntax Consulting (www.bluesyntax.net), a company focusing on cloud computing technologies helping customers understand and adopt cloud computing technologies. For more information contact herve at hroggero @ bluesyntax.net .

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  • MVP Summit 2011 summary and thoughts: The &ldquo;I hope I don&rsquo;t cross a line and lose my MVP status&rdquo; post

    - by George Clingerman
    I've been wanting to write this post summarizing my thoughts about the MVP summit but have been dragging my feet since it's a very difficult one to write. However seeing Andy (http://forums.create.msdn.com/forums/t/77625.aspx) and Catalin (http://www.catalinzima.com/2011/03/mvp-summit-2011/) and Chris (http://geekswithblogs.net/cwilliams/archive/2011/03/07/144229.aspx) post about it has encouraged me to finally take the plunge. I'm going to have to write carefully though because I'm going to be dancing around a ton of NDA mine fields as well as having to walk the tight-rope of not sending the wrong message or having people read too much into what I'm saying. I want to note that most of what I'm about to say is just based on my observations, they're not thoughts that Microsoft has asked me to pass along and they're not things I heard Microsoft say. It's just me sharing what I think after going to the MVP summit. Let's start off with a short imaginary question and answer session.     Has the App Hub forums and XBLIG management been rather poor by Microsoft? Yes.     Do I think we're going to see changes to that overnight? No.     Will it continue to look bad from the outside? Somewhat. Confusing right? Well that's kind of how things are right now. Lots of confusion. XNA is doing AWESOME. Like, really, really awesome. As a result of that awesomeness, XNA is on three major platforms: Xbox 360, WP7 and PC. This means that internally Microsoft is really excited and invested in the technology. That's fantastic for XNA and really should show you the future the framework has. It's here to stay. So why are Xbox LIVE Indie Game developers feeling so much pain? The ironic thing is that pain is being caused by the success of XNA. When XNA was just a small thing, there was more freedom and more focus. It was just us and them. We were an only child. Now our family has grown and everyone has and wants some time with XNA. This gets XNA pulled in all directions and as it moves onto new platforms, it plays catch up trying to get those platforms up to speed to where Xbox LIVE Indie Games has grown. Forums, documentation, educational content. They all need to be there because Xbox LIVE Indie Games has all of that and more. Along with the catch up in features/documentation/awesomeness there's the catch up that the people on the team have to play. New platforms and new areas of development mean new players and those new guys don't have the history of being around from the beginning. This leads to a lack of understanding at times just how important some things are because they seem so small and insignificant (Rich Text defaulting for new forum profiles would be one things that jumps to mind). If you're not aware that the forums have become more than just a basic Q&A, if you're not aware that they're a central hub to a very active community, then you don't understand why that small change should be prioritized over something else. New people have to get caught up and figure out how to make a framework and central forum site work for everyone it's now serving. So yeah, a lot of our pain this last year has been simply that XNA is doing well and XBLIG is doing well so the focus was shifted to catch other things up. It hurts when a parent seems to not have any time for you and they're spending some much time with your new baby brother. Growing pains. All families and in our case our product family experience it to some degree. I think as WP7 matures we'll see the team figuring out how to give everyone the right amount of attention. While we're talking about some of our growing pains, it is also important to note (although not really an excuse) that the Xbox LIVE Arcade developers complain about many of the same things that we do. If you paid attention to talks and information coming out of GDC 2011, most of the the XBLA guys were saying things that sounded eerily similar to what the XBLIG developers are saying (Scott Nichols from GayGamer.net noticed http://twitter.com/#!/NaviFairyGG/status/43540379206811650). Does this mean we should just accept the status quo since we're being treated exactly the same? No way. However it DOES show that the way we're being treated is no indication of the stability and future of the platform, it's just Microsoft dropping the communication ball on two playing fields. We're not alone and we're not even being treated worse. Not great, but also in a weird way a very good sign. Now on to a few tidbits I think I CAN share from the summit (I'm really crossing my fingers I'm not stepping over some NDA line I shouldn't be). First, I discovered that the XBLIG user base is bigger than I personally had originally estimated. I won't give the exact numbers (although we did beg Microsoft to release some of these numbers so maybe someday?) but it was much larger than my original guestimates and I was pleasantly surprised. Maybe some of you guys had the right number when you were guessing, but I know that mine was much too low. And even MORE importantly the number of users/shoppers is growing at a steady pace as well. Our market is growing! That was fantastic news and really something that I had to share. On to the community manager discussion. It was mentioned. I was mentioned. I blushed. Nothing more to report there than the blush in my cheeks was a light crimson color. If I ever see a job description posted for that position I have a resume waiting in the wings. I can't deny that I think that would be my dream job... ...so after I finished blushing, the MVPs did make it very, very clear that the communication has to improve. Community manager or not the single biggest pain point with the Xbox LIVE Indie Game community has been a lack of communication. I have seen dramatic improvement in the team responding to MVPs and I'm even seeing more communication from them on the forums so I'm hoping that's a long term change. I really think they understood the issue, the problem remains how to open that communication channel in a way that was sustainable. I think they'll get it figured out and hopefully that's sooner rather than later. During the summit, you may have seen me tweeting about how I was "that guy" (http://twitter.com/#!/clingermangw/status/42740432471470081). You also may have noticed that Andy and Catalin both mentioned me in their summit write ups. I may have come on a bit strong while I was there...went a little out of character for myself. I've been agitated for a while with the way things have been and I've been listening to you guys and hearing you guys be agitated. I'm also watching some really awesome indie game developers looking elsewhere and leaving the platform. Some of them we might not have been able to keep even with changes, but others are only leaving because of perceptions and lack of communication from Microsoft. And that pisses me off. And I let Microsoft know that I was pissed off. You made your list and I took that list and verbalized it. I verbalized the hell out of it. [It was actually mentioned that I'm a lot nicer on the forums and in email than I am in person...I felt bad about that, but I couldn't stay silent]. Hopefully it did something guys, I really did try hard to get the message across. Along with my agitation, I also brought some pride. I mentioned several things in person to the team that I was particularly proud of. From people in the community that are doing an awesome job, to the re-launch of XboxIndies that was going on that week and even gamers like Steven Hurdle (http://writingsofmassdeduction.com/) who have purchased one XBLIG every day for over 100 days now. The community is freaking rocking it and I made sure to highlight that. So in conclusion, I'd just like to say hang in there (you know, like that picture of the cat). If you've been worried about investing in Xbox LIVE Indie Games because you think it's on shaky ground. It's not. Dream Build Play being about the Xbox 360 should have helped a little to point that out. The team is really scrambling around trying to figure things out and make improvements all around. There’s quite a few new gals and guys and it's going to take them time to catch up and there are a lot of constantly shifting priorities. We all have one toy, one team and we're fighting for time with it. It's also time for the community to continue spreading our wings and going out on our own more often. The Indie Game Winter Uprising was a fantastic example of that. We took things into our own hands and it got noticed and Microsoft got behind it. They do every time we stand up and do something (look at how many Microsoft employees tweeted, wrote about the re-launch of XboxIndies.com or the support I've gotten from them for my weekly XNA Notes). XNA is here to stay, it's time for us to stop being scared of that and figure out how to make our own games the successes they should be. There's definitely a list of things that need to be fixed, things that should be improved and I think we should definitely keep vocal about that with Microsoft. Keep it short, focused and prioritized. There's also a lot of things we can do ourselves while we're waiting on them to fix and change things. Lots of ways we can compensate for particular weaknesses in the channel. The kind of stuff that we can step up and do ourselves. Do it on our own, you know, the way Indies always do. And I'm really looking forward to watching us do just that.

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  • C#: Handling Notifications: inheritance, events, or delegates?

    - by James Michael Hare
    Often times as developers we have to design a class where we get notification when certain things happen. In older object-oriented code this would often be implemented by overriding methods -- with events, delegates, and interfaces, however, we have far more elegant options. So, when should you use each of these methods and what are their strengths and weaknesses? Now, for the purposes of this article when I say notification, I'm just talking about ways for a class to let a user know that something has occurred. This can be through any programmatic means such as inheritance, events, delegates, etc. So let's build some context. I'm sitting here thinking about a provider neutral messaging layer for the place I work, and I got to the point where I needed to design the message subscriber which will receive messages from the message bus. Basically, what we want is to be able to create a message listener and have it be called whenever a new message arrives. Now, back before the flood we would have done this via inheritance and an abstract class: 1:  2: // using inheritance - omitting argument null checks and halt logic 3: public abstract class MessageListener 4: { 5: private ISubscriber _subscriber; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber) 11: { 12: _subscriber = subscriber; 13: _messageThread = new Thread(MessageLoop); 14: _messageThread.Start(); 15: } 16:  17: // user will override this to process their messages 18: protected abstract void OnMessageReceived(Message msg); 19:  20: // handle the looping in the thread 21: private void MessageLoop() 22: { 23: while(!_isHalted) 24: { 25: // as long as processing, wait 1 second for message 26: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 27: if(msg != null) 28: { 29: OnMessageReceived(msg); 30: } 31: } 32: } 33: ... 34: } It seems so odd to write this kind of code now. Does it feel odd to you? Maybe it's just because I've gotten so used to delegation that I really don't like the feel of this. To me it is akin to saying that if I want to drive my car I need to derive a new instance of it just to put myself in the driver's seat. And yet, unquestionably, five years ago I would have probably written the code as you see above. To me, inheritance is a flawed approach for notifications due to several reasons: Inheritance is one of the HIGHEST forms of coupling. You can't seal the listener class because it depends on sub-classing to work. Because C# does not allow multiple-inheritance, I've spent my one inheritance implementing this class. Every time you need to listen to a bus, you have to derive a class which leads to lots of trivial sub-classes. The act of consuming a message should be a separate responsibility than the act of listening for a message (SRP). Inheritance is such a strong statement (this IS-A that) that it should only be used in building type hierarchies and not for overriding use-specific behaviors and notifications. Chances are, if a class needs to be inherited to be used, it most likely is not designed as well as it could be in today's modern programming languages. So lets look at the other tools available to us for getting notified instead. Here's a few other choices to consider. Have the listener expose a MessageReceived event. Have the listener accept a new IMessageHandler interface instance. Have the listener accept an Action<Message> delegate. Really, all of these are different forms of delegation. Now, .NET events are a bit heavier than the other types of delegates in terms of run-time execution, but they are a great way to allow others using your class to subscribe to your events: 1: // using event - ommiting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private bool _isHalted = false; 6: private Thread _messageThread; 7:  8: // assign the subscriber and start the messaging loop 9: public MessageListener(ISubscriber subscriber) 10: { 11: _subscriber = subscriber; 12: _messageThread = new Thread(MessageLoop); 13: _messageThread.Start(); 14: } 15:  16: // user will override this to process their messages 17: public event Action<Message> MessageReceived; 18:  19: // handle the looping in the thread 20: private void MessageLoop() 21: { 22: while(!_isHalted) 23: { 24: // as long as processing, wait 1 second for message 25: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 26: if(msg != null && MessageReceived != null) 27: { 28: MessageReceived(msg); 29: } 30: } 31: } 32: } Note, now we can seal the class to avoid changes and the user just needs to provide a message handling method: 1: theListener.MessageReceived += CustomReceiveMethod; However, personally I don't think events hold up as well in this case because events are largely optional. To me, what is the point of a listener if you create one with no event listeners? So in my mind, use events when handling the notification is optional. So how about the delegation via interface? I personally like this method quite a bit. Basically what it does is similar to inheritance method mentioned first, but better because it makes it easy to split the part of the class that doesn't change (the base listener behavior) from the part that does change (the user-specified action after receiving a message). So assuming we had an interface like: 1: public interface IMessageHandler 2: { 3: void OnMessageReceived(Message receivedMessage); 4: } Our listener would look like this: 1: // using delegation via interface - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private IMessageHandler _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler.OnMessageReceived(msg); 28: } 29: } 30: } 31: } And they would call it by creating a class that implements IMessageHandler and pass that instance into the constructor of the listener. I like that this alleviates the issues of inheritance and essentially forces you to provide a handler (as opposed to events) on construction. Well, this is good, but personally I think we could go one step further. While I like this better than events or inheritance, it still forces you to implement a specific method name. What if that name collides? Furthermore if you have lots of these you end up either with large classes inheriting multiple interfaces to implement one method, or lots of small classes. Also, if you had one class that wanted to manage messages from two different subscribers differently, it wouldn't be able to because the interface can't be overloaded. This brings me to using delegates directly. In general, every time I think about creating an interface for something, and if that interface contains only one method, I start thinking a delegate is a better approach. Now, that said delegates don't accomplish everything an interface can. Obviously having the interface allows you to refer to the classes that implement the interface which can be very handy. In this case, though, really all you want is a method to handle the messages. So let's look at a method delegate: 1: // using delegation via delegate - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler(msg); 28: } 29: } 30: } 31: } Here the MessageListener now takes an Action<Message>.  For those of you unfamiliar with the pre-defined delegate types in .NET, that is a method with the signature: void SomeMethodName(Message). The great thing about delegates is it gives you a lot of power. You could create an anonymous delegate, a lambda, or specify any other method as long as it satisfies the Action<Message> signature. This way, you don't need to define an arbitrary helper class or name the method a specific thing. Incidentally, we could combine both the interface and delegate approach to allow maximum flexibility. Doing this, the user could either pass in a delegate, or specify a delegate interface: 1: // using delegation - give users choice of interface or delegate 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // passes the interface method as a delegate using method group 19: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 20: : this(subscriber, handler.OnMessageReceived) 21: { 22: } 23:  24: // handle the looping in the thread 25: private void MessageLoop() 26: { 27: while(!_isHalted) 28: { 29: // as long as processing, wait 1 second for message 30: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 31: if(msg != null) 32: { 33: _handler(msg); 34: } 35: } 36: } 37: } } This is the method I tend to prefer because it allows the user of the class to choose which method works best for them. You may be curious about the actual performance of these different methods. 1: Enter iterations: 2: 1000000 3:  4: Inheritance took 4 ms. 5: Events took 7 ms. 6: Interface delegation took 4 ms. 7: Lambda delegate took 5 ms. Before you get too caught up in the numbers, however, keep in mind that this is performance over over 1,000,000 iterations. Since they are all < 10 ms which boils down to fractions of a micro-second per iteration so really any of them are a fine choice performance wise. As such, I think the choice of what to do really boils down to what you're trying to do. Here's my guidelines: Inheritance should be used only when defining a collection of related types with implementation specific behaviors, it should not be used as a hook for users to add their own functionality. Events should be used when subscription is optional or multi-cast is desired. Interface delegation should be used when you wish to refer to implementing classes by the interface type or if the type requires several methods to be implemented. Delegate method delegation should be used when you only need to provide one method and do not need to refer to implementers by the interface name.

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  • ASP.NET: Building tree picker dialog using jQuery UI and TreeView control

    - by DigiMortal
    Selecting things from dialogs and data represented as trees are very common things we see in business applications. In this posting I will show you how to use ASP.NET TreeView control and jQuery UI dialog component to build picker dialog that hosts tree data. Source code You can find working example with source code from my examples repository in GitHub. Please feel free to give me feedback about my examples. Source code repository GitHub Building dialog box As I don’t like to invent wheels then I will use jQuery UI to solve the question related to dialogs. If you are not sure how to include jQuery UI to your page then take a look at source code - GitHub also allows you to browse files without downloading them. I add some jQuery based JavaScript to my page head to get dialog and button work. <script type="text/javascript">     $(function () {         $("#dialog-form").dialog({             autoOpen: false,             modal: true         });         $("#pick-node")             .button()             .click(function () {                 $("#dialog-form").dialog("open");                 return false;             });     }); </script> Here is the mark-up of our form’s main content area. <div id="dialog-form" title="Select node">     <asp:TreeView ID="TreeView1" runat="server" ShowLines="True"          ClientIDMode="Static" HoverNodeStyle-CssClass="SelectedNode">         <Nodes>             <asp:TreeNode Text="Root" Value="Root">                 <asp:TreeNode Text="Child1" Value="Child1">                     <asp:TreeNode Text="Child1.1" Value="Child1.1" />                     <asp:TreeNode Text="Child1.2" Value="Child1.2" />                 </asp:TreeNode>                 <asp:TreeNode Text="Child2" Value="Child2">                     <asp:TreeNode Text="Child2.1" Value="Child2.1" />                     <asp:TreeNode Text="Child2.2" Value="Child2.2" />                 </asp:TreeNode>             </asp:TreeNode>         </Nodes>     </asp:TreeView>     &nbsp; </div> <button id="pick-node">Pick user</button> Notice that our mark-up is very compact for what we will achieve. If you are going to use it in some real-world application then this mark-up gets even shorter – I am sure that in most cases the data you display in TreeView comes from database or some domain specific data source. Hacking TreeView TreeView needs some little hacking to make it work as client-side component. Be warned that if you need more than I show you here you need to write a lot of JavaScript code. For more advanced scenarios I suggest you to use some jQuery based tree component. This example works for you if you need something done quickly. Number one problem is getting over the postbacks because in our scenario postbacks only screw up things. Also we need to find a way how to let our client-side code to know that something was selected from TreeView. We solve these to problems at same time: let’s move to JavaScript links. We have to make sure that when user clicks the node then information is sent to some JavaScript function. Also we have to make sure that this function returns something that is not processed by browser. My function is here. <script type="text/javascript">     function         $("#dialog-form").dialog("close");         alert("You selected: " + value + " - " + text);         return undefined;     } </script> Notice that this function returns undefined. You get the better idea why I did so if you look at server-side code that corrects NavigateUrl properties of TreeView nodes. protected override void OnPreRender(EventArgs e) {     base.OnPreRender(e);                 if (IsPostBack)         return;     SetSelectNodeUrls(TreeView1.Nodes); } private void SetSelectNodeUrls(TreeNodeCollection nodes) {     foreach (TreeNode node in nodes)     {         node.NavigateUrl = "javascript:selectNode('" + node.Value +                             "','" + node.Text + "');";         SetSelectNodeUrls(node.ChildNodes);     }        } Now we have TreeView that renders nodes the way that postback doesn’t happen anymore. Instead of postback our callback function is used and provided with selected values. In this function we are free to use node text and value as we like. Result I applied some more bells and whistles and sample data to source code to make my sample more informative. So, here is my final dialog box. Seems very basic but it is not hard to make it look more professional using style sheets. Conclusion jQuery components and ASP.NET controls have both their strong sides and weaknesses. In this posting I showed you how you can quickly produce good results when combining jQuery  and ASP.NET controls without pushing to the limits. We used simple hack to get over the postback issue of TreeView control and we made it work as client-side component that is initialized in server. You can find many other good combinations that make your UI more user-friendly and easier to use.

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  • Modern Java alternatives

    - by Ralph
    I'm not sure if stackoverflow is the best forum for this discussion. I have been a Java developer for 14 years and have written an enterprise-level (~500,000 line) Swing application that uses most of the standard library APIs. Recently, I have become disappointed with the progress that the language has made to "modernize" itself, and am looking for an alternative for ongoing development. I have considered moving to the .NET platform, but I have issues with using something the only runs well in Windows (I know about Mono, but that is still far behind Microsoft). I also plan on buying a new Macbook Pro as soon as Apple releases their new rumored Arrandale-based machines and want to develop in an environment that will feel "at home" in Unix/Linux. I have considered using Python or Ruby, but the standard Java library is arguably the largest of any modern language. In JVM-based languages, I looked at Groovy, but am disappointed with its performance. Rumor has it that with the soon-to-be released JDK7, with its InvokeDynamic instruction, this will improve, but I don't know how much. Groovy is also not truly a functional language, although it provides closures and some of the "functional" features on collections. It does not embrace immutability. I have narrowed my search down to two JVM-based alternatives: Scala and Clojure. Each has its strengths and weaknesses. I am looking for the stackoverflow readerships' opinions. I am not an expert at either of these languages; I have read 2 1/2 books on Scala and am currently reading Stu Halloway's book on Clojure. Scala is strongly statically typed. I know the dynamic language folks claim that static typing is a crutch for not doing unit testing, but it does provide a mechanism for compile-time location of a whole class of errors. Scala is more concise than Java, but not as much as Clojure. Scala's inter-operation with Java seems to be better than Clojure's, in that most Java operations are easier to do in Scala than in Clojure. For example, I can find no way in Clojure to create a non-static initialization block in a class derived from a Java superclass. For example, I like the Apache commons CLI library for command line argument parsing. In Java and Scala, I can create a new Options object and add Option items to it in an initialization block as follows (Java code): final Options options = new Options() { { addOption(new Option("?", "help", false, "Show this usage information"); // other options } }; I can't figure out how to the same thing in Clojure (except by using (doit...)), although that may reflect my lack of knowledge of the language. Clojure's collections are optimized for immutability. They rarely require copy-on-write semantics. I don't know if Scala's immutable collections are implemented using similar algorithms, but Rich Hickey (Clojure's inventor) goes out of his way to explain how that language's data structures are efficient. Clojure was designed from the beginning for concurrency (as was Scala) and with modern multi-core processors, concurrency takes on more importance, but I occasionally need to write simple non-concurrent utilities, and Scala code probably runs a little faster for these applications since it discourages, but does not prohibit, "simple" mutability. One could argue that one-off utilities do not have to be super-fast, but sometimes they do tasks that take hours or days to complete. I know that there is no right answer to this "question", but I thought I would open it up for discussion. If anyone has a suggestion for another JVM-based language that can be used for enterprise level development, please list it. Also, it is not my intent to start a flame war. Thanks, Ralph

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  • Modern alternatives to Java

    - by Ralph
    I have been a Java developer for 14 years and have written an enterprise-level (~500 kloc) Swing application that uses most of the standard library APIs. Recently, I have become disappointed with the progress that the language has made to "modernize" itself, and am looking for an alternative for ongoing development. I have considered moving to the .NET platform, but I have issues with using something the only runs well in Windows (I know about Mono, but that is still far behind Microsoft). I also plan on buying a new Macbook Pro as soon as Apple releases their new rumored Arrandale-based machines and want to develop in an environment that will feel "at home" in Unix/Linux. I have considered using Python or Ruby, but the standard Java library is arguably the largest of any modern language. In JVM-based languages, I looked at Groovy, but am disappointed with its performance. Rumor has it that with the soon-to-be released JDK7, with its InvokeDynamic instruction, this will improve, but I don't know how much. Groovy is also not truly a functional language, although it provides closures and some of the "functional" features on collections. It does not embrace immutability. I have narrowed my search down to two JVM-based alternatives: Scala and Clojure. Each has its strengths and weaknesses. I am looking for opinions. I am not an expert at either of these languages; I have read 2 1/2 books on Scala and am currently reading Stu Halloway's book on Clojure. Scala is strongly statically typed. I know the dynamic language folks claim that static typing is a crutch for not doing unit testing, but it does provide a mechanism for compile-time location of a whole class of errors. Scala is more concise than Java, but not as much as Clojure. Scala's inter-operation with Java seems to be better than Clojure's, in that most Java operations are easier to do in Scala than in Clojure. For example, I can find no way in Clojure to create a non-static initialization block in a class derived from a Java superclass. For example, I like the Apache commons CLI library for command line argument parsing. In Java and Scala, I can create a new Options object and add Option items to it in an initialization block as follows (Java code): final Options options = new Options() { { addOption(new Option("?", "help", false, "Show this usage information"); // other options } }; I can't figure out how to the same thing in Clojure (except by using (doit...)), although that may reflect my lack of knowledge of the language. Clojure's collections are optimized for immutability. They rarely require copy-on-write semantics. I don't know if Scala's immutable collections are implemented using similar algorithms, but Rich Hickey (Clojure's inventor) goes out of his way to explain how that language's data structures are efficient. Clojure was designed from the beginning for concurrency (as was Scala) and with modern multi-core processors, concurrency takes on more importance, but I occasionally need to write simple non-concurrent utilities, and Scala code probably runs a little faster for these applications since it discourages, but does not prohibit, "simple" mutability. One could argue that one-off utilities do not have to be super-fast, but sometimes they do tasks that take hours or days to complete. I know that there is no right answer to this "question", but I thought I would open it up for discussion. Are there other JVM-based languages that can be used for enterprise level development?

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  • Syncing Data with a Server using Silverlight and HTTP Polling Duplex

    - by dwahlin
    Many applications have the need to stay in-sync with data provided by a service. Although web applications typically rely on standard polling techniques to check if data has changed, Silverlight provides several interesting options for keeping an application in-sync that rely on server “push” technologies. A few years back I wrote several blog posts covering different “push” technologies available in Silverlight that rely on sockets or HTTP Polling Duplex. We recently had a project that looked like it could benefit from pushing data from a server to one or more clients so I thought I’d revisit the subject and provide some updates to the original code posted. If you’ve worked with AJAX before in Web applications then you know that until browsers fully support web sockets or other duplex (bi-directional communication) technologies that it’s difficult to keep applications in-sync with a server without relying on polling. The problem with polling is that you have to check for changes on the server on a timed-basis which can often be wasteful and take up unnecessary resources. With server “push” technologies, data can be pushed from the server to the client as it changes. Once the data is received, the client can update the user interface as appropriate. Using “push” technologies allows the client to listen for changes from the data but stay 100% focused on client activities as opposed to worrying about polling and asking the server if anything has changed. Silverlight provides several options for pushing data from a server to a client including sockets, TCP bindings and HTTP Polling Duplex.  Each has its own strengths and weaknesses as far as performance and setup work with HTTP Polling Duplex arguably being the easiest to setup and get going.  In this article I’ll demonstrate how HTTP Polling Duplex can be used in Silverlight 4 applications to push data and show how you can create a WCF server that provides an HTTP Polling Duplex binding that a Silverlight client can consume.   What is HTTP Polling Duplex? Technologies that allow data to be pushed from a server to a client rely on duplex functionality. Duplex (or bi-directional) communication allows data to be passed in both directions.  A client can call a service and the server can call the client. HTTP Polling Duplex (as its name implies) allows a server to communicate with a client without forcing the client to constantly poll the server. It has the benefit of being able to run on port 80 making setup a breeze compared to the other options which require specific ports to be used and cross-domain policy files to be exposed on port 943 (as with sockets and TCP bindings). Having said that, if you’re looking for the best speed possible then sockets and TCP bindings are the way to go. But, they’re not the only game in town when it comes to duplex communication. The first time I heard about HTTP Polling Duplex (initially available in Silverlight 2) I wasn’t exactly sure how it was any better than standard polling used in AJAX applications. I read the Silverlight SDK, looked at various resources and generally found the following definition unhelpful as far as understanding the actual benefits that HTTP Polling Duplex provided: "The Silverlight client periodically polls the service on the network layer, and checks for any new messages that the service wants to send on the callback channel. The service queues all messages sent on the client callback channel and delivers them to the client when the client polls the service." Although the previous definition explained the overall process, it sounded as if standard polling was used. Fortunately, Microsoft’s Scott Guthrie provided me with a more clear definition several years back that explains the benefits provided by HTTP Polling Duplex quite well (used with his permission): "The [HTTP Polling Duplex] duplex support does use polling in the background to implement notifications – although the way it does it is different than manual polling. It initiates a network request, and then the request is effectively “put to sleep” waiting for the server to respond (it doesn’t come back immediately). The server then keeps the connection open but not active until it has something to send back (or the connection times out after 90 seconds – at which point the duplex client will connect again and wait). This way you are avoiding hitting the server repeatedly – but still get an immediate response when there is data to send." After hearing Scott’s definition the light bulb went on and it all made sense. A client makes a request to a server to check for changes, but instead of the request returning immediately, it parks itself on the server and waits for data. It’s kind of like waiting to pick up a pizza at the store. Instead of calling the store over and over to check the status, you sit in the store and wait until the pizza (the request data) is ready. Once it’s ready you take it back home (to the client). This technique provides a lot of efficiency gains over standard polling techniques even though it does use some polling of its own as a request is initially made from a client to a server. So how do you implement HTTP Polling Duplex in your Silverlight applications? Let’s take a look at the process by starting with the server. Creating an HTTP Polling Duplex WCF Service Creating a WCF service that exposes an HTTP Polling Duplex binding is straightforward as far as coding goes. Add some one way operations into an interface, create a client callback interface and you’re ready to go. The most challenging part comes into play when configuring the service to properly support the necessary binding and that’s more of a cut and paste operation once you know the configuration code to use. To create an HTTP Polling Duplex service you’ll need to expose server-side and client-side interfaces and reference the System.ServiceModel.PollingDuplex assembly (located at C:\Program Files (x86)\Microsoft SDKs\Silverlight\v4.0\Libraries\Server on my machine) in the server project. For the demo application I upgraded a basketball simulation service to support the latest polling duplex assemblies. The service simulates a simple basketball game using a Game class and pushes information about the game such as score, fouls, shots and more to the client as the game changes over time. Before jumping too far into the game push service, it’s important to discuss two interfaces used by the service to communicate in a bi-directional manner. The first is called IGameStreamService and defines the methods/operations that the client can call on the server (see Listing 1). The second is IGameStreamClient which defines the callback methods that a server can use to communicate with a client (see Listing 2).   [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(IGameStreamClient))] public interface IGameStreamService { [OperationContract(IsOneWay = true)] void GetTeamData(); } Listing 1. The IGameStreamService interface defines server operations that can be called on the server.   [ServiceContract] public interface IGameStreamClient { [OperationContract(IsOneWay = true)] void ReceiveTeamData(List<Team> teamData); [OperationContract(IsOneWay = true, AsyncPattern=true)] IAsyncResult BeginReceiveGameData(GameData gameData, AsyncCallback callback, object state); void EndReceiveGameData(IAsyncResult result); } Listing 2. The IGameStreamClient interfaces defines client operations that a server can call.   The IGameStreamService interface is decorated with the standard ServiceContract attribute but also contains a value for the CallbackContract property.  This property is used to define the interface that the client will expose (IGameStreamClient in this example) and use to receive data pushed from the service. Notice that each OperationContract attribute in both interfaces sets the IsOneWay property to true. This means that the operation can be called and passed data as appropriate, however, no data will be passed back. Instead, data will be pushed back to the client as it’s available.  Looking through the IGameStreamService interface you can see that the client can request team data whereas the IGameStreamClient interface allows team and game data to be received by the client. One interesting point about the IGameStreamClient interface is the inclusion of the AsyncPattern property on the BeginReceiveGameData operation. I initially created this operation as a standard one way operation and it worked most of the time. However, as I disconnected clients and reconnected new ones game data wasn’t being passed properly. After researching the problem more I realized that because the service could take up to 7 seconds to return game data, things were getting hung up. By setting the AsyncPattern property to true on the BeginReceivedGameData operation and providing a corresponding EndReceiveGameData operation I was able to get around this problem and get everything running properly. I’ll provide more details on the implementation of these two methods later in this post. Once the interfaces were created I moved on to the game service class. The first order of business was to create a class that implemented the IGameStreamService interface. Since the service can be used by multiple clients wanting game data I added the ServiceBehavior attribute to the class definition so that I could set its InstanceContextMode to InstanceContextMode.Single (in effect creating a Singleton service object). Listing 3 shows the game service class as well as its fields and constructor.   [ServiceBehavior(ConcurrencyMode = ConcurrencyMode.Multiple, InstanceContextMode = InstanceContextMode.Single)] public class GameStreamService : IGameStreamService { object _Key = new object(); Game _Game = null; Timer _Timer = null; Random _Random = null; Dictionary<string, IGameStreamClient> _ClientCallbacks = new Dictionary<string, IGameStreamClient>(); static AsyncCallback _ReceiveGameDataCompleted = new AsyncCallback(ReceiveGameDataCompleted); public GameStreamService() { _Game = new Game(); _Timer = new Timer { Enabled = false, Interval = 2000, AutoReset = true }; _Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed); _Timer.Start(); _Random = new Random(); }} Listing 3. The GameStreamService implements the IGameStreamService interface which defines a callback contract that allows the service class to push data back to the client. By implementing the IGameStreamService interface, GameStreamService must supply a GetTeamData() method which is responsible for supplying information about the teams that are playing as well as individual players.  GetTeamData() also acts as a client subscription method that tracks clients wanting to receive game data.  Listing 4 shows the GetTeamData() method. public void GetTeamData() { //Get client callback channel var context = OperationContext.Current; var sessionID = context.SessionId; var currClient = context.GetCallbackChannel<IGameStreamClient>(); context.Channel.Faulted += Disconnect; context.Channel.Closed += Disconnect; IGameStreamClient client; if (!_ClientCallbacks.TryGetValue(sessionID, out client)) { lock (_Key) { _ClientCallbacks[sessionID] = currClient; } } currClient.ReceiveTeamData(_Game.GetTeamData()); //Start timer which when fired sends updated score information to client if (!_Timer.Enabled) { _Timer.Enabled = true; } } Listing 4. The GetTeamData() method subscribes a given client to the game service and returns. The key the line of code in the GetTeamData() method is the call to GetCallbackChannel<IGameStreamClient>().  This method is responsible for accessing the calling client’s callback channel. The callback channel is defined by the IGameStreamClient interface shown earlier in Listing 2 and used by the server to communicate with the client. Before passing team data back to the client, GetTeamData() grabs the client’s session ID and checks if it already exists in the _ClientCallbacks dictionary object used to track clients wanting callbacks from the server. If the client doesn’t exist it adds it into the collection. It then pushes team data from the Game class back to the client by calling ReceiveTeamData().  Since the service simulates a basketball game, a timer is then started if it’s not already enabled which is then used to randomly send data to the client. When the timer fires, game data is pushed down to the client. Listing 5 shows the _Timer_Elapsed() method that is called when the timer fires as well as the SendGameData() method used to send data to the client. void _Timer_Elapsed(object sender, ElapsedEventArgs e) { int interval = _Random.Next(3000, 7000); lock (_Key) { _Timer.Interval = interval; _Timer.Enabled = false; } SendGameData(_Game.GetGameData()); } private void SendGameData(GameData gameData) { var cbs = _ClientCallbacks.Where(cb => ((IContextChannel)cb.Value).State == CommunicationState.Opened); for (int i = 0; i < cbs.Count(); i++) { var cb = cbs.ElementAt(i).Value; try { cb.BeginReceiveGameData(gameData, _ReceiveGameDataCompleted, cb); } catch (TimeoutException texp) { //Log timeout error } catch (CommunicationException cexp) { //Log communication error } } lock (_Key) _Timer.Enabled = true; } private static void ReceiveGameDataCompleted(IAsyncResult result) { try { ((IGameStreamClient)(result.AsyncState)).EndReceiveGameData(result); } catch (CommunicationException) { // empty } catch (TimeoutException) { // empty } } LIsting 5. _Timer_Elapsed is used to simulate time in a basketball game. When _Timer_Elapsed() fires the SendGameData() method is called which iterates through the clients wanting to be notified of changes. As each client is identified, their respective BeginReceiveGameData() method is called which ultimately pushes game data down to the client. Recall that this method was defined in the client callback interface named IGameStreamClient shown earlier in Listing 2. Notice that BeginReceiveGameData() accepts _ReceiveGameDataCompleted as its second parameter (an AsyncCallback delegate defined in the service class) and passes the client callback as the third parameter. The initial version of the sample application had a standard ReceiveGameData() method in the client callback interface. However, sometimes the client callbacks would work properly and sometimes they wouldn’t which was a little baffling at first glance. After some investigation I realized that I needed to implement an asynchronous pattern for client callbacks to work properly since 3 – 7 second delays are occurring as a result of the timer. Once I added the BeginReceiveGameData() and ReceiveGameDataCompleted() methods everything worked properly since each call was handled in an asynchronous manner. The final task that had to be completed to get the server working properly with HTTP Polling Duplex was adding configuration code into web.config. In the interest of brevity I won’t post all of the code here since the sample application includes everything you need. However, Listing 6 shows the key configuration code to handle creating a custom binding named pollingDuplexBinding and associate it with the service’s endpoint.   <bindings> <customBinding> <binding name="pollingDuplexBinding"> <binaryMessageEncoding /> <pollingDuplex maxPendingSessions="2147483647" maxPendingMessagesPerSession="2147483647" inactivityTimeout="02:00:00" serverPollTimeout="00:05:00"/> <httpTransport /> </binding> </customBinding> </bindings> <services> <service name="GameService.GameStreamService" behaviorConfiguration="GameStreamServiceBehavior"> <endpoint address="" binding="customBinding" bindingConfiguration="pollingDuplexBinding" contract="GameService.IGameStreamService"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service> </services>   Listing 6. Configuring an HTTP Polling Duplex binding in web.config and associating an endpoint with it. Calling the Service and Receiving “Pushed” Data Calling the service and handling data that is pushed from the server is a simple and straightforward process in Silverlight. Since the service is configured with a MEX endpoint and exposes a WSDL file, you can right-click on the Silverlight project and select the standard Add Service Reference item. After the web service proxy is created you may notice that the ServiceReferences.ClientConfig file only contains an empty configuration element instead of the normal configuration elements created when creating a standard WCF proxy. You can certainly update the file if you want to read from it at runtime but for the sample application I fed the service URI directly to the service proxy as shown next: var address = new EndpointAddress("http://localhost.:5661/GameStreamService.svc"); var binding = new PollingDuplexHttpBinding(); _Proxy = new GameStreamServiceClient(binding, address); _Proxy.ReceiveTeamDataReceived += _Proxy_ReceiveTeamDataReceived; _Proxy.ReceiveGameDataReceived += _Proxy_ReceiveGameDataReceived; _Proxy.GetTeamDataAsync(); This code creates the proxy and passes the endpoint address and binding to use to its constructor. It then wires the different receive events to callback methods and calls GetTeamDataAsync().  Calling GetTeamDataAsync() causes the server to store the client in the server-side dictionary collection mentioned earlier so that it can receive data that is pushed.  As the server-side timer fires and game data is pushed to the client, the user interface is updated as shown in Listing 7. Listing 8 shows the _Proxy_ReceiveGameDataReceived() method responsible for handling the data and calling UpdateGameData() to process it.   Listing 7. The Silverlight interface. Game data is pushed from the server to the client using HTTP Polling Duplex. void _Proxy_ReceiveGameDataReceived(object sender, ReceiveGameDataReceivedEventArgs e) { UpdateGameData(e.gameData); } private void UpdateGameData(GameData gameData) { //Update Score this.tbTeam1Score.Text = gameData.Team1Score.ToString(); this.tbTeam2Score.Text = gameData.Team2Score.ToString(); //Update ball visibility if (gameData.Action != ActionsEnum.Foul) { if (tbTeam1.Text == gameData.TeamOnOffense) { AnimateBall(this.BB1, this.BB2); } else //Team 2 { AnimateBall(this.BB2, this.BB1); } } if (this.lbActions.Items.Count > 9) this.lbActions.Items.Clear(); this.lbActions.Items.Add(gameData.LastAction); if (this.lbActions.Visibility == Visibility.Collapsed) this.lbActions.Visibility = Visibility.Visible; } private void AnimateBall(Image onBall, Image offBall) { this.FadeIn.Stop(); Storyboard.SetTarget(this.FadeInAnimation, onBall); Storyboard.SetTarget(this.FadeOutAnimation, offBall); this.FadeIn.Begin(); } Listing 8. As the server pushes game data, the client’s _Proxy_ReceiveGameDataReceived() method is called to process the data. In a real-life application I’d go with a ViewModel class to handle retrieving team data, setup data bindings and handle data that is pushed from the server. However, for the sample application I wanted to focus on HTTP Polling Duplex and keep things as simple as possible.   Summary Silverlight supports three options when duplex communication is required in an application including TCP bindins, sockets and HTTP Polling Duplex. In this post you’ve seen how HTTP Polling Duplex interfaces can be created and implemented on the server as well as how they can be consumed by a Silverlight client. HTTP Polling Duplex provides a nice way to “push” data from a server while still allowing the data to flow over port 80 or another port of your choice.   Sample Application Download

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