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  • Toorcon 15 (2013)

    - by danx
    The Toorcon gang (senior staff): h1kari (founder), nfiltr8, and Geo Introduction to Toorcon 15 (2013) A Tale of One Software Bypass of MS Windows 8 Secure Boot Breaching SSL, One Byte at a Time Running at 99%: Surviving an Application DoS Security Response in the Age of Mass Customized Attacks x86 Rewriting: Defeating RoP and other Shinanighans Clowntown Express: interesting bugs and running a bug bounty program Active Fingerprinting of Encrypted VPNs Making Attacks Go Backwards Mask Your Checksums—The Gorry Details Adventures with weird machines thirty years after "Reflections on Trusting Trust" Introduction to Toorcon 15 (2013) Toorcon 15 is the 15th annual security conference held in San Diego. I've attended about a third of them and blogged about previous conferences I attended here starting in 2003. As always, I've only summarized the talks I attended and interested me enough to write about them. Be aware that I may have misrepresented the speaker's remarks and that they are not my remarks or opinion, or those of my employer, so don't quote me or them. Those seeking further details may contact the speakers directly or use The Google. For some talks, I have a URL for further information. A Tale of One Software Bypass of MS Windows 8 Secure Boot Andrew Furtak and Oleksandr Bazhaniuk Yuri Bulygin, Oleksandr ("Alex") Bazhaniuk, and (not present) Andrew Furtak Yuri and Alex talked about UEFI and Bootkits and bypassing MS Windows 8 Secure Boot, with vendor recommendations. They previously gave this talk at the BlackHat 2013 conference. MS Windows 8 Secure Boot Overview UEFI (Unified Extensible Firmware Interface) is interface between hardware and OS. UEFI is processor and architecture independent. Malware can replace bootloader (bootx64.efi, bootmgfw.efi). Once replaced can modify kernel. Trivial to replace bootloader. Today many legacy bootkits—UEFI replaces them most of them. MS Windows 8 Secure Boot verifies everything you load, either through signatures or hashes. UEFI firmware relies on secure update (with signed update). You would think Secure Boot would rely on ROM (such as used for phones0, but you can't do that for PCs—PCs use writable memory with signatures DXE core verifies the UEFI boat loader(s) OS Loader (winload.efi, winresume.efi) verifies the OS kernel A chain of trust is established with a root key (Platform Key, PK), which is a cert belonging to the platform vendor. Key Exchange Keys (KEKs) verify an "authorized" database (db), and "forbidden" database (dbx). X.509 certs with SHA-1/SHA-256 hashes. Keys are stored in non-volatile (NV) flash-based NVRAM. Boot Services (BS) allow adding/deleting keys (can't be accessed once OS starts—which uses Run-Time (RT)). Root cert uses RSA-2048 public keys and PKCS#7 format signatures. SecureBoot — enable disable image signature checks SetupMode — update keys, self-signed keys, and secure boot variables CustomMode — allows updating keys Secure Boot policy settings are: always execute, never execute, allow execute on security violation, defer execute on security violation, deny execute on security violation, query user on security violation Attacking MS Windows 8 Secure Boot Secure Boot does NOT protect from physical access. Can disable from console. Each BIOS vendor implements Secure Boot differently. There are several platform and BIOS vendors. It becomes a "zoo" of implementations—which can be taken advantage of. Secure Boot is secure only when all vendors implement it correctly. Allow only UEFI firmware signed updates protect UEFI firmware from direct modification in flash memory protect FW update components program SPI controller securely protect secure boot policy settings in nvram protect runtime api disable compatibility support module which allows unsigned legacy Can corrupt the Platform Key (PK) EFI root certificate variable in SPI flash. If PK is not found, FW enters setup mode wich secure boot turned off. Can also exploit TPM in a similar manner. One is not supposed to be able to directly modify the PK in SPI flash from the OS though. But they found a bug that they can exploit from User Mode (undisclosed) and demoed the exploit. It loaded and ran their own bootkit. The exploit requires a reboot. Multiple vendors are vulnerable. They will disclose this exploit to vendors in the future. Recommendations: allow only signed updates protect UEFI fw in ROM protect EFI variable store in ROM Breaching SSL, One Byte at a Time Yoel Gluck and Angelo Prado Angelo Prado and Yoel Gluck, Salesforce.com CRIME is software that performs a "compression oracle attack." This is possible because the SSL protocol doesn't hide length, and because SSL compresses the header. CRIME requests with every possible character and measures the ciphertext length. Look for the plaintext which compresses the most and looks for the cookie one byte-at-a-time. SSL Compression uses LZ77 to reduce redundancy. Huffman coding replaces common byte sequences with shorter codes. US CERT thinks the SSL compression problem is fixed, but it isn't. They convinced CERT that it wasn't fixed and they issued a CVE. BREACH, breachattrack.com BREACH exploits the SSL response body (Accept-Encoding response, Content-Encoding). It takes advantage of the fact that the response is not compressed. BREACH uses gzip and needs fairly "stable" pages that are static for ~30 seconds. It needs attacker-supplied content (say from a web form or added to a URL parameter). BREACH listens to a session's requests and responses, then inserts extra requests and responses. Eventually, BREACH guesses a session's secret key. Can use compression to guess contents one byte at-a-time. For example, "Supersecret SupersecreX" (a wrong guess) compresses 10 bytes, and "Supersecret Supersecret" (a correct guess) compresses 11 bytes, so it can find each character by guessing every character. To start the guess, BREACH needs at least three known initial characters in the response sequence. Compression length then "leaks" information. Some roadblocks include no winners (all guesses wrong) or too many winners (multiple possibilities that compress the same). The solutions include: lookahead (guess 2 or 3 characters at-a-time instead of 1 character). Expensive rollback to last known conflict check compression ratio can brute-force first 3 "bootstrap" characters, if needed (expensive) block ciphers hide exact plain text length. Solution is to align response in advance to block size Mitigations length: use variable padding secrets: dynamic CSRF tokens per request secret: change over time separate secret to input-less servlets Future work eiter understand DEFLATE/GZIP HTTPS extensions Running at 99%: Surviving an Application DoS Ryan Huber Ryan Huber, Risk I/O Ryan first discussed various ways to do a denial of service (DoS) attack against web services. One usual method is to find a slow web page and do several wgets. Or download large files. Apache is not well suited at handling a large number of connections, but one can put something in front of it Can use Apache alternatives, such as nginx How to identify malicious hosts short, sudden web requests user-agent is obvious (curl, python) same url requested repeatedly no web page referer (not normal) hidden links. hide a link and see if a bot gets it restricted access if not your geo IP (unless the website is global) missing common headers in request regular timing first seen IP at beginning of attack count requests per hosts (usually a very large number) Use of captcha can mitigate attacks, but you'll lose a lot of genuine users. Bouncer, goo.gl/c2vyEc and www.github.com/rawdigits/Bouncer Bouncer is software written by Ryan in netflow. Bouncer has a small, unobtrusive footprint and detects DoS attempts. It closes blacklisted sockets immediately (not nice about it, no proper close connection). Aggregator collects requests and controls your web proxies. Need NTP on the front end web servers for clean data for use by bouncer. Bouncer is also useful for a popularity storm ("Slashdotting") and scraper storms. Future features: gzip collection data, documentation, consumer library, multitask, logging destroyed connections. Takeaways: DoS mitigation is easier with a complete picture Bouncer designed to make it easier to detect and defend DoS—not a complete cure Security Response in the Age of Mass Customized Attacks Peleus Uhley and Karthik Raman Peleus Uhley and Karthik Raman, Adobe ASSET, blogs.adobe.com/asset/ Peleus and Karthik talked about response to mass-customized exploits. Attackers behave much like a business. "Mass customization" refers to concept discussed in the book Future Perfect by Stan Davis of Harvard Business School. Mass customization is differentiating a product for an individual customer, but at a mass production price. For example, the same individual with a debit card receives basically the same customized ATM experience around the world. Or designing your own PC from commodity parts. Exploit kits are another example of mass customization. The kits support multiple browsers and plugins, allows new modules. Exploit kits are cheap and customizable. Organized gangs use exploit kits. A group at Berkeley looked at 77,000 malicious websites (Grier et al., "Manufacturing Compromise: The Emergence of Exploit-as-a-Service", 2012). They found 10,000 distinct binaries among them, but derived from only a dozen or so exploit kits. Characteristics of Mass Malware: potent, resilient, relatively low cost Technical characteristics: multiple OS, multipe payloads, multiple scenarios, multiple languages, obfuscation Response time for 0-day exploits has gone down from ~40 days 5 years ago to about ~10 days now. So the drive with malware is towards mass customized exploits, to avoid detection There's plenty of evicence that exploit development has Project Manager bureaucracy. They infer from the malware edicts to: support all versions of reader support all versions of windows support all versions of flash support all browsers write large complex, difficult to main code (8750 lines of JavaScript for example Exploits have "loose coupling" of multipe versions of software (adobe), OS, and browser. This allows specific attacks against specific versions of multiple pieces of software. Also allows exploits of more obscure software/OS/browsers and obscure versions. Gave examples of exploits that exploited 2, 3, 6, or 14 separate bugs. However, these complete exploits are more likely to be buggy or fragile in themselves and easier to defeat. Future research includes normalizing malware and Javascript. Conclusion: The coming trend is that mass-malware with mass zero-day attacks will result in mass customization of attacks. x86 Rewriting: Defeating RoP and other Shinanighans Richard Wartell Richard Wartell The attack vector we are addressing here is: First some malware causes a buffer overflow. The malware has no program access, but input access and buffer overflow code onto stack Later the stack became non-executable. The workaround malware used was to write a bogus return address to the stack jumping to malware Later came ASLR (Address Space Layout Randomization) to randomize memory layout and make addresses non-deterministic. The workaround malware used was to jump t existing code segments in the program that can be used in bad ways "RoP" is Return-oriented Programming attacks. RoP attacks use your own code and write return address on stack to (existing) expoitable code found in program ("gadgets"). Pinkie Pie was paid $60K last year for a RoP attack. One solution is using anti-RoP compilers that compile source code with NO return instructions. ASLR does not randomize address space, just "gadgets". IPR/ILR ("Instruction Location Randomization") randomizes each instruction with a virtual machine. Richard's goal was to randomize a binary with no source code access. He created "STIR" (Self-Transofrming Instruction Relocation). STIR disassembles binary and operates on "basic blocks" of code. The STIR disassembler is conservative in what to disassemble. Each basic block is moved to a random location in memory. Next, STIR writes new code sections with copies of "basic blocks" of code in randomized locations. The old code is copied and rewritten with jumps to new code. the original code sections in the file is marked non-executible. STIR has better entropy than ASLR in location of code. Makes brute force attacks much harder. STIR runs on MS Windows (PEM) and Linux (ELF). It eliminated 99.96% or more "gadgets" (i.e., moved the address). Overhead usually 5-10% on MS Windows, about 1.5-4% on Linux (but some code actually runs faster!). The unique thing about STIR is it requires no source access and the modified binary fully works! Current work is to rewrite code to enforce security policies. For example, don't create a *.{exe,msi,bat} file. Or don't connect to the network after reading from the disk. Clowntown Express: interesting bugs and running a bug bounty program Collin Greene Collin Greene, Facebook Collin talked about Facebook's bug bounty program. Background at FB: FB has good security frameworks, such as security teams, external audits, and cc'ing on diffs. But there's lots of "deep, dark, forgotten" parts of legacy FB code. Collin gave several examples of bountied bugs. Some bounty submissions were on software purchased from a third-party (but bounty claimers don't know and don't care). We use security questions, as does everyone else, but they are basically insecure (often easily discoverable). Collin didn't expect many bugs from the bounty program, but they ended getting 20+ good bugs in first 24 hours and good submissions continue to come in. Bug bounties bring people in with different perspectives, and are paid only for success. Bug bounty is a better use of a fixed amount of time and money versus just code review or static code analysis. The Bounty program started July 2011 and paid out $1.5 million to date. 14% of the submissions have been high priority problems that needed to be fixed immediately. The best bugs come from a small % of submitters (as with everything else)—the top paid submitters are paid 6 figures a year. Spammers like to backstab competitors. The youngest sumitter was 13. Some submitters have been hired. Bug bounties also allows to see bugs that were missed by tools or reviews, allowing improvement in the process. Bug bounties might not work for traditional software companies where the product has release cycle or is not on Internet. Active Fingerprinting of Encrypted VPNs Anna Shubina Anna Shubina, Dartmouth Institute for Security, Technology, and Society (I missed the start of her talk because another track went overtime. But I have the DVD of the talk, so I'll expand later) IPsec leaves fingerprints. Using netcat, one can easily visually distinguish various crypto chaining modes just from packet timing on a chart (example, DES-CBC versus AES-CBC) One can tell a lot about VPNs just from ping roundtrips (such as what router is used) Delayed packets are not informative about a network, especially if far away from the network More needed to explore about how TCP works in real life with respect to timing Making Attacks Go Backwards Fuzzynop FuzzyNop, Mandiant This talk is not about threat attribution (finding who), product solutions, politics, or sales pitches. But who are making these malware threats? It's not a single person or group—they have diverse skill levels. There's a lot of fat-fingered fumblers out there. Always look for low-hanging fruit first: "hiding" malware in the temp, recycle, or root directories creation of unnamed scheduled tasks obvious names of files and syscalls ("ClearEventLog") uncleared event logs. Clearing event log in itself, and time of clearing, is a red flag and good first clue to look for on a suspect system Reverse engineering is hard. Disassembler use takes practice and skill. A popular tool is IDA Pro, but it takes multiple interactive iterations to get a clean disassembly. Key loggers are used a lot in targeted attacks. They are typically custom code or built in a backdoor. A big tip-off is that non-printable characters need to be printed out (such as "[Ctrl]" "[RightShift]") or time stamp printf strings. Look for these in files. Presence is not proof they are used. Absence is not proof they are not used. Java exploits. Can parse jar file with idxparser.py and decomile Java file. Java typially used to target tech companies. Backdoors are the main persistence mechanism (provided externally) for malware. Also malware typically needs command and control. Application of Artificial Intelligence in Ad-Hoc Static Code Analysis John Ashaman John Ashaman, Security Innovation Initially John tried to analyze open source files with open source static analysis tools, but these showed thousands of false positives. Also tried using grep, but tis fails to find anything even mildly complex. So next John decided to write his own tool. His approach was to first generate a call graph then analyze the graph. However, the problem is that making a call graph is really hard. For example, one problem is "evil" coding techniques, such as passing function pointer. First the tool generated an Abstract Syntax Tree (AST) with the nodes created from method declarations and edges created from method use. Then the tool generated a control flow graph with the goal to find a path through the AST (a maze) from source to sink. The algorithm is to look at adjacent nodes to see if any are "scary" (a vulnerability), using heuristics for search order. The tool, called "Scat" (Static Code Analysis Tool), currently looks for C# vulnerabilities and some simple PHP. Later, he plans to add more PHP, then JSP and Java. For more information see his posts in Security Innovation blog and NRefactory on GitHub. Mask Your Checksums—The Gorry Details Eric (XlogicX) Davisson Eric (XlogicX) Davisson Sometimes in emailing or posting TCP/IP packets to analyze problems, you may want to mask the IP address. But to do this correctly, you need to mask the checksum too, or you'll leak information about the IP. Problem reports found in stackoverflow.com, sans.org, and pastebin.org are usually not masked, but a few companies do care. If only the IP is masked, the IP may be guessed from checksum (that is, it leaks data). Other parts of packet may leak more data about the IP. TCP and IP checksums both refer to the same data, so can get more bits of information out of using both checksums than just using one checksum. Also, one can usually determine the OS from the TTL field and ports in a packet header. If we get hundreds of possible results (16x each masked nibble that is unknown), one can do other things to narrow the results, such as look at packet contents for domain or geo information. With hundreds of results, can import as CSV format into a spreadsheet. Can corelate with geo data and see where each possibility is located. Eric then demoed a real email report with a masked IP packet attached. Was able to find the exact IP address, given the geo and university of the sender. Point is if you're going to mask a packet, do it right. Eric wouldn't usually bother, but do it correctly if at all, to not create a false impression of security. Adventures with weird machines thirty years after "Reflections on Trusting Trust" Sergey Bratus Sergey Bratus, Dartmouth College (and Julian Bangert and Rebecca Shapiro, not present) "Reflections on Trusting Trust" refers to Ken Thompson's classic 1984 paper. "You can't trust code that you did not totally create yourself." There's invisible links in the chain-of-trust, such as "well-installed microcode bugs" or in the compiler, and other planted bugs. Thompson showed how a compiler can introduce and propagate bugs in unmodified source. But suppose if there's no bugs and you trust the author, can you trust the code? Hell No! There's too many factors—it's Babylonian in nature. Why not? Well, Input is not well-defined/recognized (code's assumptions about "checked" input will be violated (bug/vunerabiliy). For example, HTML is recursive, but Regex checking is not recursive. Input well-formed but so complex there's no telling what it does For example, ELF file parsing is complex and has multiple ways of parsing. Input is seen differently by different pieces of program or toolchain Any Input is a program input executes on input handlers (drives state changes & transitions) only a well-defined execution model can be trusted (regex/DFA, PDA, CFG) Input handler either is a "recognizer" for the inputs as a well-defined language (see langsec.org) or it's a "virtual machine" for inputs to drive into pwn-age ELF ABI (UNIX/Linux executible file format) case study. Problems can arise from these steps (without planting bugs): compiler linker loader ld.so/rtld relocator DWARF (debugger info) exceptions The problem is you can't really automatically analyze code (it's the "halting problem" and undecidable). Only solution is to freeze code and sign it. But you can't freeze everything! Can't freeze ASLR or loading—must have tables and metadata. Any sufficiently complex input data is the same as VM byte code Example, ELF relocation entries + dynamic symbols == a Turing Complete Machine (TM). @bxsays created a Turing machine in Linux from relocation data (not code) in an ELF file. For more information, see Rebecca "bx" Shapiro's presentation from last year's Toorcon, "Programming Weird Machines with ELF Metadata" @bxsays did same thing with Mach-O bytecode Or a DWARF exception handling data .eh_frame + glibc == Turning Machine X86 MMU (IDT, GDT, TSS): used address translation to create a Turning Machine. Page handler reads and writes (on page fault) memory. Uses a page table, which can be used as Turning Machine byte code. Example on Github using this TM that will fly a glider across the screen Next Sergey talked about "Parser Differentials". That having one input format, but two parsers, will create confusion and opportunity for exploitation. For example, CSRs are parsed during creation by cert requestor and again by another parser at the CA. Another example is ELF—several parsers in OS tool chain, which are all different. Can have two different Program Headers (PHDRs) because ld.so parses multiple PHDRs. The second PHDR can completely transform the executable. This is described in paper in the first issue of International Journal of PoC. Conclusions trusting computers not only about bugs! Bugs are part of a problem, but no by far all of it complex data formats means bugs no "chain of trust" in Babylon! (that is, with parser differentials) we need to squeeze complexity out of data until data stops being "code equivalent" Further information See and langsec.org. USENIX WOOT 2013 (Workshop on Offensive Technologies) for "weird machines" papers and videos.

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  • Using jQuery and OData to Insert a Database Record

    - by Stephen Walther
    In my previous blog entry, I explored two ways of inserting a database record using jQuery. We added a new Movie to the Movie database table by using a generic handler and by using a WCF service. In this blog entry, I want to take a brief look at how you can insert a database record using OData. Introduction to OData The Open Data Protocol (OData) was developed by Microsoft to be an open standard for communicating data across the Internet. Because the protocol is compatible with standards such as REST and JSON, the protocol is particularly well suited for Ajax. OData has undergone several name changes. It was previously referred to as Astoria and ADO.NET Data Services. OData is used by Sharepoint Server 2010, Azure Storage Services, Excel 2010, SQL Server 2008, and project code name “Dallas.” Because OData is being adopted as the public interface of so many important Microsoft technologies, it is a good protocol to learn. You can learn more about OData by visiting the following websites: http://www.odata.org http://msdn.microsoft.com/en-us/data/bb931106.aspx When using the .NET framework, you can easily expose database data through the OData protocol by creating a WCF Data Service. In this blog entry, I will create a WCF Data Service that exposes the Movie database table. Create the Database and Data Model The MoviesDB database is a simple database that contains the following Movies table: You need to create a data model to represent the MoviesDB database. In this blog entry, I use the ADO.NET Entity Framework to create my data model. However, WCF Data Services and OData are not tied to any particular OR/M framework such as the ADO.NET Entity Framework. For details on creating the Entity Framework data model for the MoviesDB database, see the previous blog entry. Create a WCF Data Service You create a new WCF Service by selecting the menu option Project, Add New Item and selecting the WCF Data Service item template (see Figure 1). Name the new WCF Data Service MovieService.svc. Figure 1 – Adding a WCF Data Service Listing 1 contains the default code that you get when you create a new WCF Data Service. There are two things that you need to modify. Listing 1 – New WCF Data Service File using System; using System.Collections.Generic; using System.Data.Services; using System.Data.Services.Common; using System.Linq; using System.ServiceModel.Web; using System.Web; namespace WebApplication1 { public class MovieService : DataService< /* TODO: put your data source class name here */ > { // This method is called only once to initialize service-wide policies. public static void InitializeService(DataServiceConfiguration config) { // TODO: set rules to indicate which entity sets and service operations are visible, updatable, etc. // Examples: // config.SetEntitySetAccessRule("MyEntityset", EntitySetRights.AllRead); // config.SetServiceOperationAccessRule("MyServiceOperation", ServiceOperationRights.All); config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; } } } First, you need to replace the comment /* TODO: put your data source class name here */ with a class that represents the data that you want to expose from the service. In our case, we need to replace the comment with a reference to the MoviesDBEntities class generated by the Entity Framework. Next, you need to configure the security for the WCF Data Service. By default, you cannot query or modify the movie data. We need to update the Entity Set Access Rule to enable us to insert a new database record. The updated MovieService.svc is contained in Listing 2: Listing 2 – MovieService.svc using System.Data.Services; using System.Data.Services.Common; namespace WebApplication1 { public class MovieService : DataService<MoviesDBEntities> { public static void InitializeService(DataServiceConfiguration config) { config.SetEntitySetAccessRule("Movies", EntitySetRights.AllWrite); config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; } } } That’s all we have to do. We can now insert a new Movie into the Movies database table by posting a new Movie to the following URL: /MovieService.svc/Movies The request must be a POST request. The Movie must be represented as JSON. Using jQuery with OData The HTML page in Listing 3 illustrates how you can use jQuery to insert a new Movie into the Movies database table using the OData protocol. Listing 3 – Default.htm <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>jQuery OData Insert</title> <script src="http://ajax.microsoft.com/ajax/jquery/jquery-1.4.2.js" type="text/javascript"></script> <script src="Scripts/json2.js" type="text/javascript"></script> </head> <body> <form> <label>Title:</label> <input id="title" /> <br /> <label>Director:</label> <input id="director" /> </form> <button id="btnAdd">Add Movie</button> <script type="text/javascript"> $("#btnAdd").click(function () { // Convert the form into an object var data = { Title: $("#title").val(), Director: $("#director").val() }; // JSONify the data var data = JSON.stringify(data); // Post it $.ajax({ type: "POST", contentType: "application/json; charset=utf-8", url: "MovieService.svc/Movies", data: data, dataType: "json", success: insertCallback }); }); function insertCallback(result) { // unwrap result var newMovie = result["d"]; // Show primary key alert("Movie added with primary key " + newMovie.Id); } </script> </body> </html> jQuery does not include a JSON serializer. Therefore, we need to include the JSON2 library to serialize the new Movie that we wish to create. The Movie is serialized by calling the JSON.stringify() method: var data = JSON.stringify(data); You can download the JSON2 library from the following website: http://www.json.org/js.html The jQuery ajax() method is called to insert the new Movie. Notice that both the contentType and dataType are set to use JSON. The jQuery ajax() method is used to perform a POST operation against the URL MovieService.svc/Movies. Because the POST payload contains a JSON representation of a new Movie, a new Movie is added to the database table of Movies. When the POST completes successfully, the insertCallback() method is called. The new Movie is passed to this method. The method simply displays the primary key of the new Movie: Summary The OData protocol (and its enabling technology named WCF Data Services) works very nicely with Ajax. By creating a WCF Data Service, you can quickly expose your database data to an Ajax application by taking advantage of open standards such as REST, JSON, and OData. In the next blog entry, I want to take a closer look at how the OData protocol supports different methods of querying data.

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  • Blueprints for Oracle NoSQL Database

    - by dan.mcclary
    I think that some of the most interesting analytic problems are graph problems.  I'm always interested in new ways to store and access graphs.  As such, I really like the work being done by Tinkerpop to create Open Source Software to make property graphs more accessible over a wide variety of datastores.  Since key-value stores like Oracle NoSQL Database are well-suited to storing property graphs, I decided to extend the Blueprints API to work with it.  Below I'll discuss some of the implementation details, but you can check out the finished product here: http://github.com/dwmclary/blueprints-oracle-nosqldb.  What's in a Property Graph?  In the most general sense, a graph is just a collection of vertices and edges.  Vertices and edges can have properties: weights, names, or any number of other traits.  In an undirected graph, edges connect vertices without direction.  A directed graph specifies that all edges have a head and a tail --- a direction.  A multi-graph allows multiple edges to connect two vertices.  A "property graph" encompasses all of these traits. Key-Value Stores for Property Graphs Key-Value stores like Oracle NoSQL Database tend to be ideal for implementing property graphs.  First, if any vertex or edge can have any number of traits, we can treat it as a hash map.  For example: Vertex["name"] = "Mary" Vertex["age"] = 28 Vertex["ID"] = 12345  and so on.  This is a natural key-value relationship: the key "name" maps to the value "Mary."  Moreover if we maintain two hash maps, one for vertex objects and one for edge objects, we've essentially captured the graph.  As such, any scalable key-value store is fertile ground for planting graphs. Oracle NoSQL Database as a Scalable Graph Database While Oracle NoSQL Database offers useful features like tunable consistency, what lends it to storing property graphs is the storage guarantees around its key structure.  Keys in Oracle NoSQL Database are divided into two parts: a major key and a minor key.  The storage guarantee is simple.  Major keys will be distributed across storage nodes, which could encompass a large number of servers.  However, all minor keys which are children of a given major key are guaranteed to be stored on the same storage node.  For example, the vertices: /Personnel/Vertex/1  and /Personnel/Vertex/2 May be stored on different servers, but /Personnel/Vertex/1-/name and  /Personnel/Vertex/1-/age will always be on the same server.  This means that we can structure our graph database such that retrieving all the properties for a vertex or edge requires I/O from only a single storage node.  Moreover, Oracle NoSQL Database provides a storeIterator which allows us to store a huge number of vertices and edges in a scalable fashion.  By storing the vertices and edges as major keys, we guarantee that they are distributed evenly across all storage nodes.  At the same time we can use a partial major key to iterate over all the vertices or edges (e.g. we search over /Personnel/Vertex to iterate over all vertices). Fork It! The Blueprints API and Oracle NoSQL Database present a great way to get started using a scalable key-value database to store and access graph data.  However, a graph store isn't useful without a good graph to work on.  I encourage you to fork or pull the repository, store some data, and try using Gremlin or any other language to explore.

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • Oracle GoldenGate Active-Active Part 1

    - by Nick_W
    My name is Nick Wagner, and I'm a recent addition to the Oracle Maximum Availability Architecture (MAA) product management team.  I've spent the last 15+ years working on database replication products, and I've spent the last 10 years working on the Oracle GoldenGate product.  So most of my posting will probably be focused on OGG.  One question that comes up all the time is around active-active replication with Oracle GoldenGate.  How do I know if my application is a good fit for active-active replication with GoldenGate?   To answer that, it really comes down to how you plan on handling conflict resolution.  I will delve into topology and deployment in a later blog, but here is a simple architecture: The two most common resolution routines are host based resolution and timestamp based resolution. Host based resolution is used less often, but works with the fewest application changes.  Think of it like this: any transactions from SystemA always take precedence over any transactions from SystemB.  If there is a conflict on SystemB, then the record from SystemA will overwrite it.  If there is a conflict on SystemA, then it will be ignored.  It is quite a bit less restrictive, and in most cases, as long as all the tables have primary keys, host based resolution will work just fine.  Timestamp based resolution, on the other hand, is a little trickier. In this case, you can decide which record is overwritten based on timestamps. For example, does the older record get overwritten with the newer record?  Or vice-versa?  This method not only requires primary keys on every table, but it also requires every table to have a timestamp/date column that is updated each time a record is inserted or updated on the table.  Most homegrown applications can always be customized to include these requirements, but it's a little more difficult with 3rd party applications, and might even be impossible for large ERP type applications.  If your database has these features - whether it’s primary keys for host based resolution, or primary keys and timestamp columns for timestamp based resolution - then your application could be a great candidate for active-active replication.  But table structure is not the only requirement.  The other consideration applies when there is a conflict; i.e., do I need to perform any notification or track down the user that had their data overwritten?  In most cases, I don't think it's necessary, but if it is required, OGG can always create an exceptions table that contains all of the overwritten transactions so that people can be notified. It's a bit of extra work to implement this type of option, but if the business requires it, then it can be done. Unless someone is constantly monitoring this exception table or has an automated process in dealing with exceptions, there will be a delay in getting a response back to the end user. Ideally, when setting up active-active resolution we can include some simple procedural steps or configuration options that can reduce, or in some cases eliminate the potential for conflicts.  This makes the whole implementation that much easier and foolproof.  And I'll cover these in my next blog. 

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Internationalized strings in Eclipse plugin.xml file are not found when installed in Eclipse applica

    - by Ed
    Hi, I have created 2 plugins, implementing an ODA driver plugin and its UI plugin for the BIRT extension to Eclipse. My plugins both work as expected when eclipse starts up another eclipse application where I can then test the plugins I am developing. However, when I install my plugins into an Eclipse application and then start it from a Windows shortcut, the plugins work but and language keys specified in the plugin.xml files are not found. For example, in my plugin.xml file for the ODA Driver plugin I set the attributes 'id' to '%oda.data.source.id' and the data source 'defaultDisplayName' to '%data.source.name'. I then, in a file 'language.properties', have defined the values for both of these keys (where the keys don't have the preceeding % character). When running the plugins that have been installed into the dropins/plugins directory of an Eclipse application, the wizard for creating my ODA data source names is as '%data.source.name' and saves the data source in the rptdesign (XML) file with an ID of '%oda.data.source.id'. Since 'language' is not the default name for the properties file I went into the manifest for both plugins and changed the 'Bundle-Localization' attribute to 'language'. The language file is located in the root directory of both of my plugins. The properties file is definitely found, since I use the two language files to store other strings used by the plugins, looked up using a java ResourceBundle. The strings are always found whether the plugins are run from Eclipse application loading another, or when properly installed in the dropins/plugins directory of an Eclipse application. Why are the installed plugins not finding language keys reference in the plugin.xml files? There are not errors in the logs and the language.properties files are clearly accessible... Thanks in advance.

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  • NHibernate Legacy Database Mappings Impossible?

    - by Corey Coogan
    I'm hoping someone can help me with mapping a legacy database. The problem I'm describing here has plagued others, yet I was unable to find a real good solution around the web. DISCLAIMER: this is a legacy DB. I have no control over the composite keys. They suck and can't be changed no matter much you tell me they suck. I have 2 tables, both with composite keys. One of the keys from one table is used as part of the key to get a collection from the other table. In short, the keys don't fully match between the table. ClassB is used everywhere I would like to avoid adding properties for the sake of this mapping if possible. public class ClassA { //[PK] public string SsoUid; //[PK] public string PolicyNumber; public IList<ClassB> Others; //more properties.... } public class ClassB { //[PK] public string PolicyNumber; //[PK] public string PolicyDateTime; //more properties } I want to get an instance of ClassA and get all ClassB rows that match PolicyNumber. I am trying to get something going with a one-to-many, but I realize that this may technically be a many-to-many that I am just treating as one-to-many. I've tried using an association class but didn't get far enough to see if it works. I'm new to these more complex mappings and am looking for advice. I'm open to pretty much any ideas. Thanks, Corey

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  • Getting Vars to bind properly across multiple files

    - by Alex Baranosky
    I am just learning Clojure and am having trouble moving my code into different files. I keep detting this error from the appnrunner.clj - Exception in thread "main" java.lang.Exception: Unable to resolve symbol: -run-application in this context It seems to be finding the namespaces fine, but then not seeing the Vars as being bound... Any idea how to fix this? Here's my code: APPLICATION RUNNER - (ns src/apprunner (:use src/functions)) (def input-files [(resource-path "a.txt") (resource-path "b.txt") (resource-path "c.txt")]) (def output-file (resource-path "output.txt")) (defn run-application [] (sort-files input-files output-file)) (-run-application) APPLICATION FUNCTIONS - (ns src/functions (:use clojure.contrib.duck-streams)) (defn flatten [x] (let [s? #(instance? clojure.lang.Sequential %)] (filter (complement s?) (tree-seq s? seq x)))) (defn resource-path [file] (str "C:/Users/Alex and Paula/Documents/SoftwareProjects/MyClojureApp/resources/" file)) (defn split2 [str delim] (seq (.split str delim))) (defstruct person :first-name :last-name) (defn read-file-content [file] (apply str (interpose "\n" (read-lines file)))) (defn person-from-line [line] (let [sections (split2 line " ")] (struct person (first sections) (second sections)))) (defn formatted-for-display [person] (str (:first-name person) (.toUpperCase " ") (:last-name person))) (defn sort-by-keys [struct-map keys] (sort-by #(vec (map % [keys])) struct-map)) (defn formatted-output [persons output-number] (let [heading (str "Output #" output-number "\n") sorted-persons-for-output (apply str (interpose "\n" (map formatted-for-display (sort-by-keys persons (:first-name :last-name)))))] (str heading sorted-persons-for-output))) (defn read-persons-from [file] (let [lines (read-lines file)] (map person-from-line lines))) (defn write-persons-to [file persons] (dotimes [i 3] (append-spit file (formatted-output persons (+ 1 i))))) (defn sort-files [input-files output-file] (let [persons (flatten (map read-persons-from input-files))] (write-persons-to output-file persons)))

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  • Hibernate : Opinions in Composite PK vs Surrogate PK

    - by Albert Kam
    As i understand it, whenever i use @Id and @GeneratedValue on a Long field inside JPA/Hibernate entity, i'm actually using a surrogate key, and i think this is a very nice way to define a primary key considering my not-so-good experiences in using composite primary keys, where : there are more than 1 business-value-columns combination that become a unique PK the composite pk values get duplicated across the table details cannot change the business value inside that composite PK I know hibernate can support both types of PK, but im left wondering by my previous chats with experienced colleagues where they said that composite PK is easier to deal with when doing complex SQL queries and stored procedure processes. They went on saying that when using surrogate keys will complicate things when doing joining and there are several condition when it's impossible to do some stuffs when using surrogate keys. Although im sorry i cant explain the detail here since i was not clear enough when they explain it. Maybe i'll put more details next time. Im currently trying to do a project, and want to try out surrogate keys, since it's not getting duplicated across tables, and we can change the business-column values. And when the need for some business value combination uniqueness, i can use something like : @Table(name="MY_TABLE", uniqueConstraints={ @UniqueConstraint(columnNames={"FIRST_NAME", "LAST_NAME"}) // name + lastName combination must be unique But im still in doubt because of the previous discussion about the composite key. Could you share your experiences in this matter ? Thank you !

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  • Accesing WinCE ComboBox DroppedDown property (.NET CF 2.0)

    - by PabloG
    I'm implementing custom behavior sub-classing the form controls, but I cannot manage to access the DroppedDown property of the ComboBox. Looking in the help, it's supposed to be supported in CF.NET 2.0: using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Text; using System.Windows.Forms; namespace xCustomControls { public partial class xComboBox : System.Windows.Forms.ComboBox { private ComboBox comboBox1; public xComboBox() { InitializeComponent(); this.KeyDown += new KeyEventHandler(this.KeyDownHandler); } private void KeyDownHandler(object sender, KeyEventArgs e) { // DroppedDown doesn't appear in the IntelliSense of ComboBox. // or this.comboBox1. if (((ComboBox)sender).DroppedDown) // fail! return; switch (e.KeyData) { case Keys.Up: case Keys.Enter: case Keys.Down: e.Handled = true; this.Parent.SelectNextControl((Control)sender, e.KeyData != Keys.Up, true, true, true); ... fails with 'System.Windows.Forms.ComboBox' does not contain a definition for 'DroppedDown' and no extension method 'DroppedDown' accepting a first argument of type 'System.Windows.Forms.ComboBox' could be found How can I access the property? TIA, Pablo

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  • should variable be released or not? iphone-sdk

    - by psebos
    Hi, In the following piece of code (from a book) data is an NSDictionary *data; defined in the header (no property). In the viewDidLoad of the controller the following occurs: - (void)viewDidLoad { [super viewDidLoad]; NSArray *keys = [NSArray arrayWithObjects:@"home", @"work", nil]; NSArray *homeDVDs = [NSArray arrayWithObjects:@"Thomas the Builder", nil]; NSArray *workDVDs = [NSArray arrayWithObjects:@"Intro to Blender", nil]; NSArray *values = [NSArray arrayWithObjects:homeDVDs, workDVDs, nil]; data = [[NSDictionary alloc] initWithObjects:values forKeys:keys]; } Since I am really new to objective-c can someone explain to me why I do not have to retain the variables keys,homeDVDs,workDVDs and values prior exiting the function? I would expect prior the data allocation something like: [keys retain]; [homeDVDs retain]; [workDVDs retain]; [values retain]; or not? Does InitWithObjects copies (recursively) all objects into a new table? Assuming we did not have the last line (data allocation) should we release all the NSArrays prior exiting the function (or we could safely assumed that all NSArrays will be autoreleased since there is no alloc for each one?) Thanks!!!!

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  • Java OO design confusion: how to handle actions modified by states modified by actions...

    - by Arvanem
    Hi folks, Given an entity, whose action is potentially modified by states (of the entity and other entities) in turn potentially modified by other actions (of the entity and other entities) , what is the best way to code or design to handle the potential existence of the modifiers? Speaking metaphorically, I am coding a Java application representing a piano. As you know a piano has keys (which, when pressed, emit sound) and pedals (which, when pressed, modify the keys' sounds). My base class structure is as follows: Entity (for keys and pedals) State (this holds each entity's states, e.g. name such as "soft pedal", and boolean "Pressed"), Action (this holds each entity's actions, e.g. play sound when pressed, or modify others sounds). By composition, the Entity class has a copy of each of State and Action inside it. e.g.: public class Entity { State entityState = new State(); Action entityAction = new Action(); Thus I have coded a "C-Sharp" key Entity. When I "press" that entity (set its "Pressed" state to true), its action plays a "C-Sharp" sound and then sets its "Pressed" state to false. At the same time, if the "C-Sharp" key entity is not "tuned", its sound deviates from "C-Sharp". Meanwhile I have coded a "soft pedal" Entity. When that entity is "pressed", no sound plays but its action is to make softer the sound of the "C-Sharp" and other key entities. I have also coded a "sustain pedal" Entity. When that entity is "pressed", no sound plays but its action is to enable reverberation of the sound of the "C-Sharp" and other key entities. Both the "soft" and "sustain pedals" can be pressed at the same time with the result that keys entities become both softened and reverberating. In short, I do not understand how to make this simultaneous series of states and actions modify each other in a sensible OO way. I am wary of coding a massive series of "if" statements or "switches". Thanks in advance for any help or links you can offer.

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  • XNA Vector2 Rotation Question

    - by Tom Allen
    I'm messing about with some stuff in XNA and am trying to move an object around asteroids-style in that you press left and right to rotate and up/down to go forwards and backwards in the direction you are pointing. I've got the rotation of the sprite done, but i can't get the object to move in the direction you've pointed it, it always moves up and down on the x = 0 axis. I'm guessing this is straight forward but I just can't figure it out. My "ship" class has the following properties which are note worthy here: Vector2 Position float Rotation The "ship" class has an update method is where the input is handled and so far I've got the following: public void Update(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); GamePadState gamePad = GamePad.GetState(PlayerIndex.One); float x = Position.X; float y = Position.Y; if (keyboard.IsKeyDown(Keys.Left)) Rotation -= 0.1f; if (keyboard.IsKeyDown(Keys.Right)) Rotation += 0.1f; if (keyboard.IsKeyDown(Keys.Up)) y -= ??; if (keyboard.IsKeyDown(Keys.Down)) y += ??; this.Position = new Vector2(x, y); } Any help would be most appreciated!

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  • How do I establish table association in JPA / Hibernate with existing database?

    - by Paperino
    Currently I have two tables in my database Encounters and Referrals: There is a one to many relationship between these two tables. Currently they are linked together with foreign keys. Right now I have public class Encounter extends JPASupport implements java.io.Serializable { @Column(name="referralid", unique=false, nullable=true, insertable=true, updatable=true) public Integer referralid; } But what I really want is public class Encounter extends JPASupport implements java.io.Serializable { .......... @OneToMany(cascade=CascadeType.PERSIST) public Set<Referrals> referral; ............ } So that I can eventually do a query like this: List<Encounter> cases = Encounter.find( "select distinct p from Encounter p join p.referrals as t where t.caseid =103" ).fetch(); How do I tell JPA that even though I have non-standard column names for my foreign keys and primary keys that its the object models that I want linked, not simply the integer value for the keys? Does this make sense? I hope so. Thanks in advanced!

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  • Accepting more simultaneous keyboard inputs

    - by unknownthreat
    Sometimes, a normal computer keyboard will only accept user's inputs up to a certain key simultaneously. I got a logitech keyboard that can accept up to 3-4 key presses at the same time. The computer does not accept any more input if you press more than 4 keys for this keyboard. And it also depends on certain areas of your keyboard as well. Some locations allow more key to be pressed (like the arrow keys), while some locations permit you to press only 1-2 keys. This also differs from keyboard to keyboard as well. Some older keyboards only accept up 1-2 keys. This isn't problematic with usual office work, but when it comes to gaming. For instance, imagine a platform game, where you have to jump, attack, and control direction at the same time. This implies several key presses and some keyboards cannot accept such simultaneous input. However, I've tried this on several games and the amount of possible keyboard inputs seem to be also different. Therefore, we have two issues: Keyboards have different amount of simultaneous inputs. Some games can accept more keyboard inputs than other games. At first, I thought this is hardware only problem, but why do some programs behave differently? Why some programs can accept more keyboard inputs than other programs? So how can we write our programs to accept more keyboard inputs?

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  • Having some fun - what is a good way to include a secret key functionality and fire the KeyDown event?

    - by Sisyphus
    To keep myself interested, I try to put little Easter Eggs in my projects (mostly to amuse myself). I've seen some websites where you can type a series of letters "aswzaswz" and you get a "secret function" - how would I achieve this in C#? I've assigned a "secret function" in the past by using modifier keys bool showFunThing = (Control.ModifierKeys & Keys.Control) == Keys.Control; but wanted to get a bit more secretive (without the modifier keys) I just wanted the form to detect a certain word typed without any input ... I've built a method that I think should do it: private StringBuilder _pressedKeys = new StringBuilder(); protected override void OnKeyDown(KeyEventArgs e) { const string kWord = "fun"; char letter = (char)e.KeyValue; if (!char.IsLetterOrDigit(letter)) { return; } _pressedKeys.Append(letter); if (_pressedKeys.Length == kWord.Length) { if (_pressedKeys.ToString().ToLower() == kWord) { MessageBox.Show("Fun"); _pressedKeys.Clear(); } } base.OnKeyDown(e); } Now I need to wire it up but I can't figure out how I'm supposed to raise the event in the form designer ... I've tried this: this.KeyDown +=new System.Windows.Forms.KeyEventHandler(OnKeyDown); and a couple of variations on this but I'm missing something because it won't fire (or compile). It tells me that the OnKeyDown method is expecting a certain signature but I've got other methods like this where I haven't specified arguments. I fear that I may have got myself confused so I am turning to SO for help ... anyone?

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  • How do you work around memcached's key/value limitations?

    - by mjy
    Memcached has length limitations for keys (250?) and values (roughtly 1MB), as well as some (to my knowledge) not very well defined character restrictions for keys. What is the best way to work around those in your opinion? I use the Perl API Cache::Memcached. What I do currently is store a special string for the main key's value if the original value was too big ("parts:<number") and in that case, I store <number parts with keys named 1+<main key, 2+<main key etc.. This seems "OK" (but messy) for some cases, not so good for others and it has the intrinsic problem that some of the parts might be missing at any time (so space is wasted for keeping the others and time is wasted reading them). As for the key limitations, one could probably implement hashing and store the full key (to work around collisions) in the value, but I haven't needed to do this yet. Has anyone come up with a more elegant way, or even a Perl API that handles arbitrary data sizes (and key values) transparently? Has anyone hacked the memcached server to support arbitrary keys/values?

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  • Optimization of Function with Dictionary and Zip()

    - by eWizardII
    Hello, I have the following function: def filetxt(): word_freq = {} lvl1 = [] lvl2 = [] total_t = 0 users = 0 text = [] for l in range(0,500): # Open File if os.path.exists("C:/Twitter/json/user_" + str(l) + ".json") == True: with open("C:/Twitter/json/user_" + str(l) + ".json", "r") as f: text_f = json.load(f) users = users + 1 for i in range(len(text_f)): text.append(text_f[str(i)]['text']) total_t = total_t + 1 else: pass # Filter occ = 0 import string for i in range(len(text)): s = text[i] # Sample string a = re.findall(r'(RT)',s) b = re.findall(r'(@)',s) occ = len(a) + len(b) + occ s = s.encode('utf-8') out = s.translate(string.maketrans("",""), string.punctuation) # Create Wordlist/Dictionary word_list = text[i].lower().split(None) for word in word_list: word_freq[word] = word_freq.get(word, 0) + 1 keys = word_freq.keys() numbo = range(1,len(keys)+1) WList = ', '.join(keys) NList = str(numbo).strip('[]') WList = WList.split(", ") NList = NList.split(", ") W2N = dict(zip(WList, NList)) for k in range (0,len(word_list)): word_list[k] = W2N[word_list[k]] for i in range (0,len(word_list)-1): lvl1.append(word_list[i]) lvl2.append(word_list[i+1]) I have used the profiler to find that it seems the greatest CPU time is spent on the zip() function and the join and split parts of the code, I'm looking to see if there is any way I have overlooked that I could potentially clean up the code to make it more optimized, since the greatest lag seems to be in how I am working with the dictionaries and the zip() function. Any help would be appreciated thanks!

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  • Recursive Enumeration in Java

    - by Harm De Weirdt
    Hello everyone. I still have a question about Enumerations. Here's a quick sketch of the situation. I have a class Backpack that has a Hashmap content with as keys a variable of type long, and as value an ArrayList with Items. I have to write an Enumeration that iterates over the content of a Backpack. But here's the catch: in a Backpack, there can also be another Backpack. And the Enumeration should also be able to iterate over the content of a backpack that is in the backpack. (I hope you can follow, I'm not really good at explaining..) Here is the code I have: public Enumeration<Object> getEnumeration() { return new Enumeration<Object>() { private int itemsDone = 0; //I make a new array with all the values of the HashMap, so I can use //them in nextElement() Collection<Long> keysCollection = getContent().keySet(); Long [] keys = keysCollection.toArray(new Long[keysCollection.size()]); public boolean hasMoreElements() { if(itemsDone < getContent().size()) { return true; }else { return false; } } public Object nextElement() { ArrayList<Item> temporaryList= getContent().get(keys[itemsDone]); for(int i = 0; i < temporaryList.size(); i++) { if(temporaryList.get(i) instanceof Backpack) { return temporaryList.get(i).getEnumeration(); }else { return getContent().get(keys[itemsDone++]); } } } }; Will this code work decently? It's just the "return temporaryList.get(i).getEnumeration();" I'm worried about. Will the users still be able to use just the hasMoreElemens() and nextElement() like he would normally do? Any help is appreciated, Harm De Weirdt

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  • Dictionaries with more than one key per value in Python

    - by nickname
    I am attempting to create a nice interface to access a data set where each value has several possible keys. For example, suppose that I have both a number and a name for each value in the data set. I want to be able to access each value using either the number OR the name. I have considered several possible implementations: Using two separate dictionaries, one for the data values organized by number, and one for the data values organized by name. Simply assigning two keys to the same value in a dictionary. Creating dictionaries mapping each name to the corresponding number, and vice versa Attempting to create a hash function that maps each name to a number, etc. (related to the above) Creating an object to encapsulate all three pieces of data, then using one key to map dictionary keys to the objects and simply searching the dictionary to map the other key to the object. None of these seem ideal. The first seems ugly and unmaintainable. The second also seems fragile. The third/fourth seem plausible, but seem to require either much manual specification or an overly complex implementation. Finally, the fifth loses constant-time performance for one of the lookups. In C/C++, I believe that I would use pointers to reference the same piece of data from different keys. I know that the problem is rather similar to a database lookup problem by a non-key column, however, I would like (if possible), to maintain the approximate O(1) performance of Python dictionaries. What is the most Pythonic way to achieve this data structure?

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  • [c++] - Help about class and error: C3861

    - by Chelsea_cole
    Can someone help me in this error? in "cDef.h" : #pragma once class cDef { public: static int STATE_LOGO; static int STATE_MENU; static int MESSAGE_ENTER; static int MESSAGE_UPDATE; static int MESSAGE_PAINT; static int MESSAGE_EXIT; }; in "GameState.h": #pragma once #ifndef _GameState_ #define _GameState_ #include "cDef.h" class MainGame; class GameState; class GameState { public: MainGame *mg; int GAME_STATE_DEF; virtual void MessengeEnter(int message) = 0; virtual void MessengeUpdate(int message,int keys) = 0; virtual void MessengePaint(int message,CDC *pDc) = 0; void StateHandler(int message,CDC *pDc,int keys); public: GameState(void); public: ~GameState(void); }; #endif in "GameState.cpp": #include "StdAfx.h" #include "GameState.h" GameState::GameState(void) { GAME_STATE_DEF = -1; } GameState::~GameState(void) { } void GameState::StateHandler(int message,CDC *pDc,int keys) { if(message == cDef.MESSAGE_ENTER) { MessageEnter(message); } if(message == cDef.MESSAGE_UPDATE) { MessageUpdate(message,keys); } if(message == cDef.MESSAGE_PAINT) { MessagePaint(message,pDC); } } error: warning C4832: token '.' is illegal after UDT 'cDef' see declaration of 'cDef' error C3861: 'MessageUpdate': identifier not found error C3861: 'MessageEnter': identifier not found error C3861: 'MessagePaint': identifier not found ..... Thanks in advance!

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  • Generating an NSDictionary from an SQL statement.

    - by Ed Wist
    I am trying to generate an NSDictonary that can be used to populate a listview with data I retrieved from an SQL statement. when I go to create an array and add them it adds the arrays for ALL my keys and not just for the current key. I've tried a removeAllObjects on the array but for some reason that destroys ALL my data that I already put in the dictionary. //open the database if(sqlite3_open([dbPath UTF8String], &database) == SQLITE_OK) { const char *sql = "select alphaID, word from words order by word"; sqlite3_stmt *selectStatement; //prepare the select statement int returnValue = sqlite3_prepare_v2(database, sql, -1, &selectStatement, NULL); if(returnValue == SQLITE_OK) { NSMutableArray *NameArray = [[NSMutableArray alloc] init]; NSString *alphaTemp = [[NSString alloc] init]; //loop all the rows returned by the query. while(sqlite3_step(selectStatement) == SQLITE_ROW) { NSString *currentAlpha = [NSString stringWithUTF8String:(char *)sqlite3_column_text(selectStatement, 1)]; NSString *definitionName = [NSString stringWithUTF8String:(char *)sqlite3_column_text(selectStatement, 2)]; if (alphaTemp == nil){ alphaTemp = currentAlpha; } if ([alphaTemp isEqualToString:(NSString *)currentAlpha]) { [NameArray addObject:definitionName]; } else if (alphaTemp != (NSString *)currentAlpha) { [self.words setObject:NameArray forKey:currentAlpha]; [NameArray removeAllObjects]; [NameArray addObject:definitionName]; } } } The Statement above adds all the "keys" but then removes all the array elements for all keys. if I take out the removeAllKeys it adds ALL the array elements for ALL keys. I don't want this I want it to add the array elements FOR the specific key then move on to the next key. in the end I want a NSDictonary with A (array) Alpha (string) Apple (string) B (array) Beta (string) Ball (string) C (array) Code (string) ...

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  • Merging two arrays in PHP

    - by Industrial
    Hi everyone, I am trying to create a new array from two current arrays. Tried array_merge, but it will not give me what I want. $array1 is a list of keys that I pass to a function. $array2 holds the results from that function, but doesn't contain any non-available resuls for keys. So, I want to make sure that all requested keys comes out with 'null':ed values, as according to the shown $result array. It goes a little something like this: $array1 = array('item1', 'item2', 'item3', 'item4'); $array2 = array( 'item1' => 'value1', 'item2' => 'value2', 'item3' => 'value3' ); Here's the result I want: $result = array( 'item1' => 'value1', 'item2' => 'value2', 'item3' => 'value3', 'item4' => '' ); It can be done this way, but I don't think that it's a good solution - I really don't like to take the easy way out and suppress PHP errors by adding @:s in the code. This sample would obviously throw errors since 'item4' is not in $array2, based on the example. foreach ($keys as $k => $v){ @$array[$v] = $items[$v]; } So, what's the fastest (performance-wise) way to accomplish the same result?

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