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  • jsp getServletContext() error

    - by Reigel
    html <!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> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Murach's Java Servlets and JSP</title> </head> <body> <%-- import packages and classes needed by the scripts --%> <%@ page import="business.*, data.*" %> <% //get parameters from the request String firstName = request.getParameter("firstName"); String lastName = request.getParameter("lastName"); String emailAddress = request.getParameter("emailAddress"); // get the real path for the EmailList.txt file ServletContext sc = this.getServletContext(); String path = sc.getRealPath("/WEB-INF/EmailList.txt"); // use regular Java objects User user = new User(firstName, lastName, emailAddress); UserIO.add(user, path); %> <h1>Thanks for joining our email list</h1> <p>Here is the information that you entered: </p> <table cellspacing="5" cellpadding="5" border="1"> <tr> <td align="right">First name:</td> <td><%= firstName %></td> </tr> <tr> <td align="right">Last name:</td> <td><%= lastName %></td> </tr> <tr> <td align="right">Email Address:</td> <td><%= emailAddress %></td> </tr> </table> <p>To enter another email address, click on the Back <br /> button in your browser or the Return button shown <br /> below.</p> <form action="index.jsp" method="post"> <input type="submit" value="Return" /> </form> </body> </html> and it's giving me this error page... Compilation of 'C:\bea\user_projects\domains\mydomain.\myserver.wlnotdelete\extract\myserver_sample01_WebContent\jsp_servlet__display_email_entry.java' failed: C:\bea\user_projects\domains\mydomain.\myserver.wlnotdelete\extract\myserver_sample01_WebContent\jsp_servlet__display_email_entry.java:140: cannot resolve symbol probably occurred due to an error in /display_email_entry.jsp line 19: ServletContext sc = this.getServletContext(); Full compiler error(s): C:\bea\user_projects\domains\mydomain.\myserver.wlnotdelete\extract\myserver_sample01_WebContent\jsp_servlet__display_email_entry.java:140: cannot resolve symbol symbol : method getServletContext () location: class jsp_servlet.__display_email_entry     ServletContext sc = this.getServletContext(); //[ /display_email_entry.jsp; Line:19]                                    ^ 1 error Thu Jun 03 15:56:09 CST 2010 any hint? I'm really new to JSP, and this is my first learning practice... can't find it by google.com.... thanks!

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  • How to debug KVO

    - by user8472
    In my program I use KVO manually to observe changes to values of object properties. I receive an EXC_BAD_ACCESS signal at the following line of code inside a custom setter: [self willChangeValueForKey:@"mykey"]; The weird thing is that this happens when a factory method calls the custom setter and there should not be any observers around. I do not know how to debug this situation. Update: The way to list all registered observers is observationInfo. It turned out that there was indeed an object listed that points to an invalid address. However, I have no idea at all how it got there. Update 2: Apparently, the same object and method callback can be registered several times for a given object - resulting in identical entries in the observed object's observationInfo. When removing the registration only one of these entries is removed. This behavior is a little counter-intuitive (and it certainly is a bug in my program to add multiple entries at all), but this does not explain how spurious observers can mysteriously show up in freshly allocated objects (unless there is some caching/reuse going on that I am unaware of). Modified question: How can I figure out WHERE and WHEN an object got registered as an observer? Update 3: Specific sample code. ContentObj is a class that has a dictionary as a property named mykey. It overrides: + (BOOL)automaticallyNotifiesObserversForKey:(NSString *)theKey { BOOL automatic = NO; if ([theKey isEqualToString:@"mykey"]) { automatic = NO; } else { automatic=[super automaticallyNotifiesObserversForKey:theKey]; } return automatic; } A couple of properties have getters and setters as follows: - (CGFloat)value { return [[[self mykey] objectForKey:@"value"] floatValue]; } - (void)setValue:(CGFloat)aValue { [self willChangeValueForKey:@"mykey"]; [[self mykey] setObject:[NSNumber numberWithFloat:aValue] forKey:@"value"]; [self didChangeValueForKey:@"mykey"]; } The container class has a property contents of class NSMutableArray which holds instances of class ContentObj. It has a couple of methods that manually handle registrations: + (BOOL)automaticallyNotifiesObserversForKey:(NSString *)theKey { BOOL automatic = NO; if ([theKey isEqualToString:@"contents"]) { automatic = NO; } else { automatic=[super automaticallyNotifiesObserversForKey:theKey]; } return automatic; } - (void)observeContent:(ContentObj *)cObj { [cObj addObserver:self forKeyPath:@"mykey" options:0 context:NULL]; } - (void)removeObserveContent:(ContentObj *)cObj { [cObj removeObserver:self forKeyPath:@"mykey"]; } - (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context { if (([keyPath isEqualToString:@"mykey"]) && ([object isKindOfClass:[ContentObj class]])) { [self willChangeValueForKey:@"contents"]; [self didChangeValueForKey:@"contents"]; } } There are several methods in the container class that modify contents. They look as follows: - (void)addContent:(ContentObj *)cObj { [self willChangeValueForKey:@"contents"]; [self observeDatum:cObj]; [[self contents] addObject:cObj]; [self didChangeValueForKey:@"contents"]; } And a couple of others that provide similar functionality to the array. They all work by adding/removing themselves as observers. Obviously, anything that results in multiple registrations is a bug and could sit somewhere hidden in these methods. My question targets strategies on how to debug this kind of situation. Alternatively, please feel free to provide an alternative strategy for implementing this kind of notification/observer pattern.

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  • Can i create different observables and different corresponding observers in java?

    - by mithun1538
    Hello everyone, Currently, I have one observable and many observers. What i need is different observables, and depending on the observable, different observers. How do I achieve this? ( For understanding, assume I have different apples - say apple1 apple2... I have observer_1 observing apple1, observer_2 observing apple2, observer_3 observing apple 2 and so on..). I tried creating different objects of the Observable class, but since observers are observing the same class of observable, I don't know how to access a particular instance of the Observable. I have included the following servlet code that contains Observer and Observable classes: public class CustomerServlet extends HttpServlet { public String getNextMessage() { // Create a message sink to wait for a new message from the // message source. return new MessageSink().getNextMessage(source); } @Override protected void doGet(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { ObjectOutputStream dout = new ObjectOutputStream(response.getOutputStream()); String recMSG = getNextMessage(); dout.writeObject(recMSG); dout.flush(); } public void broadcastMessage(String message) { // Send the message to all the HTTP-connected clients by giving the // message to the message source source.sendMessage(message); } @Override protected void doPost(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { try { ObjectInputStream din= new ObjectInputStream(request.getInputStream()); String message = (String)din.readObject(); ObjectOutputStream dout = new ObjectOutputStream(response.getOutputStream()); dout.writeObject("1"); dout.flush(); if (message != null) { broadcastMessage(message); } // Set the status code to indicate there will be no response response.setStatus(response.SC_NO_CONTENT); } catch (Exception e) { e.printStackTrace(); } } @Override public String getServletInfo() { return "Short description"; }// </editor-fold> MessageSource source = new MessageSource(); } class MessageSource extends Observable { public void sendMessage(String message) { setChanged(); notifyObservers(message); } } class MessageSource extends Observable { public void sendMessage(String message) { setChanged(); notifyObservers(message); } } class MessageSink implements Observer { String message = null; // set by update() and read by getNextMessage() // Called by the message source when it gets a new message synchronized public void update(Observable o, Object arg) { // Get the new message message = (String)arg; // Wake up our waiting thread notify(); } // Gets the next message sent out from the message source synchronized public String getNextMessage(MessageSource source) { // Tell source we want to be told about new messages source.addObserver(this); // Wait until our update() method receives a message while (message == null) { try { wait(); } catch (Exception e) { System.out.println("Exception has occured! ERR ERR ERR"); } } // Tell source to stop telling us about new messages source.deleteObserver(this); // Now return the message we received // But first set the message instance variable to null // so update() and getNextMessage() can be called again. String messageCopy = message; message = null; return messageCopy; } }

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  • CoreData, transient atribute and EXC_BAD_ACCESS.

    - by Lukasz
    I'm trying to build simple file browser and i'm stuck. I defined classes, build window, add controllers, views.. Everything works but only ONE time. Selecting again Folder in NSTableView or trying to get data from Folder.files causing silent EXC_BAD_ACCESS (code=13, address0x0) from main. Info about files i keep outside of CoreData, in simple class, I don't want to save them: #import <Foundation/Foundation.h> @interface TPDrawersFileInfo : NSObject @property (nonatomic, retain) NSString * filename; @property (nonatomic, retain) NSString * extension; @property (nonatomic, retain) NSDate * creation; @property (nonatomic, retain) NSDate * modified; @property (nonatomic, retain) NSNumber * isFile; @property (nonatomic, retain) NSNumber * size; @property (nonatomic, retain) NSNumber * label; +(TPDrawersFileInfo *) initWithURL: (NSURL *) url; @end @implementation TPDrawersFileInfo +(TPDrawersFileInfo *) initWithURL: (NSURL *) url { TPDrawersFileInfo * new = [[TPDrawersFileInfo alloc] init]; if (new!=nil) { NSFileManager * fileManager = [NSFileManager defaultManager]; NSError * error; NSDictionary * infoDict = [fileManager attributesOfItemAtPath: [url path] error:&error]; id labelValue = nil; [url getResourceValue:&labelValue forKey:NSURLLabelNumberKey error:&error]; new.label = labelValue; new.size = [infoDict objectForKey: @"NSFileSize"]; new.modified = [infoDict objectForKey: @"NSFileModificationDate"]; new.creation = [infoDict objectForKey: @"NSFileCreationDate"]; new.isFile = [NSNumber numberWithBool:[[infoDict objectForKey:@"NSFileType"] isEqualToString:@"NSFileTypeRegular"]]; new.extension = [url pathExtension]; new.filename = [[url lastPathComponent] stringByDeletingPathExtension]; } return new; } Next I have class Folder, which is NSManagesObject subclass // Managed Object class to keep info about folder content @interface Folder : NSManagedObject { NSArray * _files; } @property (nonatomic, retain) NSArray * files; // Array with TPDrawersFileInfo objects @property (nonatomic, retain) NSString * url; // url of folder -(void) reload; //if url changed, load file info again. @end @implementation Folder @synthesize files = _files; @dynamic url; -(void)awakeFromInsert { [self addObserver:self forKeyPath:@"url" options:NSKeyValueObservingOptionNew context:@"url"]; } -(void)awakeFromFetch { [self addObserver:self forKeyPath:@"url" options:NSKeyValueObservingOptionNew context:@"url"]; } -(void)prepareForDeletion { [self removeObserver:self forKeyPath:@"url"]; } -(void) observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context { if (context == @"url") { [self reload]; } } -(void) reload { NSMutableArray * result = [NSMutableArray array]; NSError * error = nil; NSFileManager * fileManager = [NSFileManager defaultManager]; NSString * percented = [self.url stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; NSArray * listDir = [fileManager contentsOfDirectoryAtURL: [NSURL URLWithString: percented] includingPropertiesForKeys: [NSArray arrayWithObject: NSURLCreationDateKey ] options:NSDirectoryEnumerationSkipsHiddenFiles error:&error]; if (error!=nil) {NSLog(@"Error <%@> reading <%@> content", error, self.url);} for (id fileURL in listDir) { TPDrawersFileInfo * fi = [TPDrawersFileInfo initWithURL:fileURL]; [result addObject: fi]; } _files = [NSArray arrayWithArray:result]; } @end In app delegate i defined @interface TPAppDelegate : NSObject <NSApplicationDelegate> { IBOutlet NSArrayController * foldersController; Folder * currentFolder; } - (IBAction)chooseDirectory:(id)sender; // choose folder and - (Folder * ) getFolderObjectForPath: path { //gives Folder object if already exist or nil if not ..... } - (IBAction)chooseDirectory:(id)sender { //Opens panel, asking for url NSOpenPanel * panel = [NSOpenPanel openPanel]; [panel setCanChooseDirectories:YES]; [panel setCanChooseFiles:NO]; [panel setMessage:@"Choose folder to show:"]; NSURL * currentDirectory; if ([panel runModal] == NSOKButton) { currentDirectory = [[panel URLs] objectAtIndex:0]; } Folder * folderObject = [self getFolderObjectForPath:[currentDirectory path]]; if (folderObject) { //if exist: currentFolder = folderObject; } else { // create new one Folder * newFolder = [NSEntityDescription insertNewObjectForEntityForName:@"Folder" inManagedObjectContext:self.managedObjectContext]; [newFolder setValue:[currentDirectory path] forKey:@"url"]; [foldersController addObject:newFolder]; currentFolder = newFolder; } [foldersController setSelectedObjects:[NSArray arrayWithObject:currentFolder]]; } Please help ;)

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  • Return NSArray from NSDictionary

    - by Jon
    I have a fetch that returns an array with dictionary in it of an attribute of a core data object. Here is my previous question: Create Array From Attribute of NSObject From NSFetchResultsController This is the fetch: NSFetchRequest *request = [[NSFetchRequest alloc] init]; [request setEntity:entity]; [request setResultType:NSDictionaryResultType]; [request setReturnsDistinctResults:NO]; //set to YES if you only want unique values of the property [request setPropertiesToFetch :[NSArray arrayWithObject:@"timeStamp"]]; //name(s) of properties you want to fetch // Execute the fetch. NSError *error; NSArray *objects = [managedObjectContext executeFetchRequest:request error:&error]; When I log the NSArray data, I get this: The content of data is( { timeStamp = "2011-06-14 21:30:03 +0000"; }, { timeStamp = "2011-06-16 21:00:18 +0000"; }, { timeStamp = "2011-06-11 21:00:18 +0000"; }, { timeStamp = "2011-06-23 19:53:35 +0000"; }, { timeStamp = "2011-06-21 19:53:35 +0000"; } ) What I want is an array with this format: [NSArray arrayWithObjects: @"2011-11-01 00:00:00 +0000", @"2011-12-01 00:00:00 +0000", nil];' Edit: This is the method for which I want to replace the data array with my new data array: - (NSArray*)calendarMonthView:(TKCalendarMonthView *)monthView marksFromDate:(NSDate *)startDate toDate:(NSDate *)lastDate { NSLog(@"calendarMonthView marksFromDate toDate"); NSLog(@"Make sure to update 'data' variable to pull from CoreData, website, User Defaults, or some other source."); // When testing initially you will have to update the dates in this array so they are visible at the // time frame you are testing the code. NSArray *data = [NSArray arrayWithObjects: @"2011-01-01 00:00:00 +0000", @"2011-12-01 00:00:00 +0000", nil]; // Initialise empty marks array, this will be populated with TRUE/FALSE in order for each day a marker should be placed on. NSMutableArray *marks = [NSMutableArray array]; // Initialise calendar to current type and set the timezone to never have daylight saving NSCalendar *cal = [NSCalendar currentCalendar]; [cal setTimeZone:[NSTimeZone timeZoneForSecondsFromGMT:0]]; // Construct DateComponents based on startDate so the iterating date can be created. // Its massively important to do this assigning via the NSCalendar and NSDateComponents because of daylight saving has been removed // with the timezone that was set above. If you just used "startDate" directly (ie, NSDate *date = startDate;) as the first // iterating date then times would go up and down based on daylight savings. NSDateComponents *comp = [cal components:(NSMonthCalendarUnit | NSMinuteCalendarUnit | NSYearCalendarUnit | NSDayCalendarUnit | NSWeekdayCalendarUnit | NSHourCalendarUnit | NSSecondCalendarUnit) fromDate:startDate]; NSDate *d = [cal dateFromComponents:comp]; // Init offset components to increment days in the loop by one each time NSDateComponents *offsetComponents = [[NSDateComponents alloc] init]; [offsetComponents setDay:1]; // for each date between start date and end date check if they exist in the data array while (YES) { // Is the date beyond the last date? If so, exit the loop. // NSOrderedDescending = the left value is greater than the right if ([d compare:lastDate] == NSOrderedDescending) { break; } // If the date is in the data array, add it to the marks array, else don't if ([data containsObject:[d description]]) { [marks addObject:[NSNumber numberWithBool:YES]]; } else { [marks addObject:[NSNumber numberWithBool:NO]]; } // Increment day using offset components (ie, 1 day in this instance) d = [cal dateByAddingComponents:offsetComponents toDate:d options:0]; } [offsetComponents release]; return [NSArray arrayWithArray:marks]; }

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  • Do classes which have a vector has a member have memory issues

    - by user263766
    I am just starting out C++, so sorry if this is a dumb question. I have a class Braid whose members are vectors. I have not written an assignment operator. When I do a lot of assignments to an object of the type Braid, I run into memory issues :- 0 0xb7daff89 in _int_malloc () from /lib/libc.so.6 #1 0xb7db2583 in malloc () from /lib/libc.so.6 #2 0xb7f8ac59 in operator new(unsigned int) () from /usr/lib/libstdc++.so.6 #3 0x0804d05e in __gnu_cxx::new_allocator<int>::allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/ext/new_allocator.h:89 #4 0x0804cb0e in std::_Vector_base<int, std::allocator<int> >::_M_allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:140 #5 0x0804c086 in _Vector_base (this=0xbf800204, __n=1, __a=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:113 #6 0x0804b4b7 in vector (this=0xbf800204, __x=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:242 #7 0x0804b234 in Braid (this=0xbf800204) at braid.h:13 #8 0x080495ed in Braid::cycleBraid (this=0xbf8001b4) at braid.cpp:191 #9 0x080497c6 in Braid::score (this=0xbf800298, b=...) at braid.cpp:251 #10 0x08049c46 in Braid::evaluateMove (this=0xbf800468, move=1, pos=0, depth=2, b=...) I suspect that these memory issues are because the vectors are getting resized. What I want to know is whether objects of type Braid automatically expand when its members expand? he code I am writing is really long so I will post the section which is causing the problems. Here is the relevant section of the code :- class Braid { private : vector<int> braid; //Stores the braid. int strands; vector < vector<bool> > history; vector < vector<bool> > CM; public : Braid () : strands(0) {} Braid operator * (Braid); Braid* inputBraid(int,vector<int>); int printBraid(); int printBraid(vector<vector<int>::iterator>); vector<int>::size_type size() const; ..... ..... } Here is the function which causes the issue :- int Braid::evaluateMove(int move,int pos,int depth,Braid b) { int netscore = 0; Braid curr(*this); curr = curr.move(move,pos); netscore += curr.score(b); while(depth > 1) { netscore += curr.evaluateMove(1,0,depth,b); netscore += curr.evaluateMove(2,0,depth,b); for(int i = 0; i < braid.size();++i) { netscore += curr.evaluateMove(3,i,depth,b); netscore += curr.evaluateMove(4,i,depth,b); netscore += curr.evaluateMove(5,i,depth,b); curr = curr.cycleBraid(); netscore += curr.evaluateMove(6,0,depth,b); } --depth; } return netscore; }

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  • Partial view is not rendering within the main view it's contained (instead it's rendered in it's own page)?

    - by JaJ
    I have a partial view that is contained in a simple index view. When I try to add a new object to my model and update my partial view to display that new object along with existing objects the partial view is rendered outside the page that it's contained? I'm using AJAX to update the partial view but what is wrong with the following code? Model: public class Product { public int ID { get; set; } public string Name { get; set; } [DataType(DataType.Currency)] public decimal Price { get; set; } } public class BoringStoreContext { List<Product> results = new List<Product>(); public BoringStoreContext() { Products = new List<Product>(); Products.Add(new Product() { ID = 1, Name = "Sure", Price = (decimal)(1.10) }); Products.Add(new Product() { ID = 2, Name = "Sure2", Price = (decimal)(2.10) }); } public List<Product> Products {get; set;} } public class ProductIndexViewModel { public Product NewProduct { get; set; } public IEnumerable<Product> Products { get; set; } } Index.cshtml View: @model AjaxPartialPageUpdates.Models.ProductIndexViewModel @using (Ajax.BeginForm("Index_AddItem", new AjaxOptions { UpdateTargetId = "productList" })) { <div> @Html.LabelFor(model => model.NewProduct.Name) @Html.EditorFor(model => model.NewProduct.Name) </div> <div> @Html.LabelFor(model => model.NewProduct.Price) @Html.EditorFor(model => model.NewProduct.Price) </div> <div> <input type="submit" value="Add Product" /> </div> } <div id='productList'> @{ Html.RenderPartial("ProductListControl", Model.Products); } </div> ProductListControl.cshtml Partial View @model IEnumerable<AjaxPartialPageUpdates.Models.Product> <table> <!-- Render the table headers. --> <tr> <th>Name</th> <th>Price</th> </tr> <!-- Render the name and price of each product. --> @foreach (var item in Model) { <tr> <td>@Html.DisplayFor(model => item.Name)</td> <td>@Html.DisplayFor(model => item.Price)</td> </tr> } </table> Controller: public class HomeController : Controller { public ActionResult Index() { BoringStoreContext db = new BoringStoreContext(); ProductIndexViewModel viewModel = new ProductIndexViewModel { NewProduct = new Product(), Products = db.Products }; return View(viewModel); } public ActionResult Index_AddItem(ProductIndexViewModel viewModel) { BoringStoreContext db = new BoringStoreContext(); db.Products.Add(viewModel.NewProduct); return PartialView("ProductListControl", db.Products); } }

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  • Please clarify how create/update happens against child entities of an aggregate root

    - by christian
    After much reading and thinking as I begin to get my head wrapped around DDD, I am a bit confused about the best practices for dealing with complex hierarchies under an aggregate root. I think this is a FAQ but after reading countless examples and discussions, no one is quite talking about the issue I'm seeing. If I am aligned with the DDD thinking, entities below the aggregate root should be immutable. This is the crux of my trouble, so if that isn't correct, that is why I'm lost. Here is a fabricated example...hope it holds enough water to discuss. Consider an automobile insurance policy (I'm not in insurance, but this matches the language I hear when on the phone w/ my insurance company). Policy is clearly an entity. Within the policy, let's say we have Auto. Auto, for the sake of this example, only exists within a policy (maybe you could transfer an Auto to another policy, so this is potential for an aggregate as well, which changes Policy...but assume it simpler than that for now). Since an Auto cannot exist without a Policy, I think it should be an Entity but not a root. So Policy in this case is an aggregate root. Now, to create a Policy, let's assume it has to have at least one auto. This is where I get frustrated. Assume Auto is fairly complex, including many fields and maybe a child for where it is garaged (a Location). If I understand correctly, a "create Policy" constructor/factory would have to take as input an Auto or be restricted via a builder to not be created without this Auto. And the Auto's creation, since it is an entity, can't be done beforehand (because it is immutable? maybe this is just an incorrect interpretation). So you don't get to say new Auto and then setX, setY, add(Z). If Auto is more than somewhat trivial, you end up having to build a huge hierarchy of builders and such to try to manage creating an Auto within the context of the Policy. One more twist to this is later, after the Policy is created and one wishes to add another Auto...or update an existing Auto. Clearly, the Policy controls this...fine...but Policy.addAuto() won't quite fly because one can't just pass in a new Auto (right!?). Examples say things like Policy.addAuto(VIN, make, model, etc.) but are all so simple that that looks reasonable. But if this factory method approach falls apart with too many parameters (the entire Auto interface, conceivably) I need a solution. From that point in my thinking, I'm realizing that having a transient reference to an entity is OK. So, maybe it is fine to have a entity created outside of its parent within the aggregate in a transient environment, so maybe it is OK to say something like: auto = AutoFactory.createAuto(); auto.setX auto.setY or if sticking to immutability, AutoBuilder.new().setX().setY().build() and then have it get sorted out when you say Policy.addAuto(auto) This insurance example gets more interesting if you add Events, such as an Accident with its PolicyReports or RepairEstimates...some value objects but most entities that are all really meaningless outside the policy...at least for my simple example. The lifecycle of Policy with its growing hierarchy over time seems the fundamental picture I must draw before really starting to dig in...and it is more the factory concept or how the child entities get built/attached to an aggregate root that I haven't seen a solid example of. I think I'm close. Hope this is clear and not just a repeat FAQ that has answers all over the place.

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  • Java: how to avoid circual references when dumping object information with reflection?

    - by Tom
    I've modified an object dumping method to avoid circual references causing a StackOverflow error. This is what I ended up with: //returns all fields of the given object in a string public static String dumpFields(Object o, int callCount, ArrayList excludeList) { //add this object to the exclude list to avoid circual references in the future if (excludeList == null) excludeList = new ArrayList(); excludeList.add(o); callCount++; StringBuffer tabs = new StringBuffer(); for (int k = 0; k < callCount; k++) { tabs.append("\t"); } StringBuffer buffer = new StringBuffer(); Class oClass = o.getClass(); if (oClass.isArray()) { buffer.append("\n"); buffer.append(tabs.toString()); buffer.append("["); for (int i = 0; i < Array.getLength(o); i++) { if (i < 0) buffer.append(","); Object value = Array.get(o, i); if (value != null) { if (excludeList.contains(value)) { buffer.append("circular reference"); } else if (value.getClass().isPrimitive() || value.getClass() == java.lang.Long.class || value.getClass() == java.lang.String.class || value.getClass() == java.lang.Integer.class || value.getClass() == java.lang.Boolean.class) { buffer.append(value); } else { buffer.append(dumpFields(value, callCount, excludeList)); } } } buffer.append(tabs.toString()); buffer.append("]\n"); } else { buffer.append("\n"); buffer.append(tabs.toString()); buffer.append("{\n"); while (oClass != null) { Field[] fields = oClass.getDeclaredFields(); for (int i = 0; i < fields.length; i++) { if (fields[i] == null) continue; buffer.append(tabs.toString()); fields[i].setAccessible(true); buffer.append(fields[i].getName()); buffer.append("="); try { Object value = fields[i].get(o); if (value != null) { if (excludeList.contains(value)) { buffer.append("circular reference"); } else if ((value.getClass().isPrimitive()) || (value.getClass() == java.lang.Long.class) || (value.getClass() == java.lang.String.class) || (value.getClass() == java.lang.Integer.class) || (value.getClass() == java.lang.Boolean.class)) { buffer.append(value); } else { buffer.append(dumpFields(value, callCount, excludeList)); } } } catch (IllegalAccessException e) { System.out.println("IllegalAccessException: " + e.getMessage()); } buffer.append("\n"); } oClass = oClass.getSuperclass(); } buffer.append(tabs.toString()); buffer.append("}\n"); } return buffer.toString(); } The method is initially called like this: System.out.println(dumpFields(obj, 0, null); So, basically I added an excludeList which contains all the previousely checked objects. Now, if an object contains another object and that object links back to the original object, it should not follow that object further down the chain. However, my logic seems to have a flaw as I still get stuck in an infinite loop. Does anyone know why this is happening?

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  • Programatically add UserControl with events

    - by schaermu
    Hi everybody I need to add multiple user controls to a panel for further editing of the contained data. My user control contains some panels, dropdown lists and input elements, which are populated in the user control's Page_Load event. protected void Page_Load(object sender, EventArgs e) { // populate comparer ddl from enum string[] enumNames = Enum.GetNames(typeof (SearchComparision)); var al = new ArrayList(); for (int i = 0; i < enumNames.Length; i++) al.Add(new {Value = i, Name = enumNames[i]}); scOperatorSelection.DataValueField = "Value"; scOperatorSelection.DataTextField = "Name"; ... The data to be displayed is added to the user control as a Field, defined above Page_Load. The signature of the events is the following: public delegate void ControlStateChanged(object sender, SearchCriteriaEventArgs eventArgs); public event ControlStateChanged ItemUpdated; public event ControlStateChanged ItemRemoved; public event ControlStateChanged ItemAdded; The update button on the user control triggers the following method: protected void UpdateCriteria(object sender, EventArgs e) { var searchCritCtl = (SearchCriteria) sender; var scEArgs = new SearchCriteriaEventArgs { TargetCriteria = searchCritCtl.CurrentCriteria.CriteriaId, SearchComparision = ParseCurrentComparer(searchCritCtl.scOperatorSelection.SelectedValue), SearchField = searchCritCtl.scFieldSelection.SelectedValue, SearchValue = searchCritCtl.scFilterValue.Text, ClickTarget = SearchCriteriaClickTarget.Update }; if (ItemUpdated != null) ItemUpdated(this, scEArgs); } The rendering page fetches the data objects from a storage backend and displays it in it's Page_Load event. This is the point where it starts getting tricky: i connect to the custom events! int idIt = 0; foreach (var item in _currentSearch.Items) { SearchCriteria sc = (SearchCriteria)LoadControl("~/content/controls/SearchCriteria.ascx"); sc.ID = "scDispCtl_" + idIt; sc.ControlMode = SearchCriteriaMode.Display; sc.CurrentCriteria = item; sc.ItemUpdated += CriteriaUpdated; sc.ItemRemoved += CriteriaRemoved; pnlDisplayCrit.Controls.Add(sc); idIt++; } When first rendering the page, everything is displayed fine, i get all my data. When i trigger an update event, the user control event is fired correctly, but all fields and controls of the user control are NULL. After a bit of research, i had to come to the conclusion that the event is fired before the controls are initialized... Is there any way to prevent such behavior / to override the page lifecycle somehow? I cannot initialize the user controls in the page's Init-event, because i have to access the Session-Store (not initialized in Page_Init). Any advice is welcome... EDIT: Since we hold all criteria informations in the storage backend (including the count of criteria) and that store uses the userid from the session, we cannot use Page_Init... just for clarification EDIT #2: I managed to get past some of the problems. Since i'm now using simple types, im able to bind all the data declaratively (using a repeater with a simple ItemTemplate). It is bound to the control, they are rendered in correct fashion. On Postback, all the data is rebound to the user control, data is available in the OnDataBinding and OnLoad events, everything looks fine. But as soon it enters the real event (bound to the button control of the user control), all field values are lost somehow... Does anybody know, how the page lifecycle continues to process the request after Databinding/Loading ? I'm going crazy about this issue...

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  • How to reserve public API to internal usage in .NET?

    - by mark
    Dear ladies and sirs. Let me first present the case, which will explain my question. This is going to be a bit long, so I apologize in advance :-). I have objects and collections, which should support the Merge API (it is my custom API, the signature of which is immaterial for this question). This API must be internal, meaning only my framework should be allowed to invoke it. However, derived types should be able to override the basic implementation. The natural way to implement this pattern as I see it, is this: The Merge API is declared as part of some internal interface, let us say IMergeable. Because the interface is internal, derived types would not be able to implement it directly. Rather they must inherit it from a common base type. So, a common base type is introduced, which would implement the IMergeable interface explicitly, where the interface methods delegate to respective protected virtual methods, providing the default implementation. This way the API is only callable by my framework, but derived types may override the default implementation. The following code snippet demonstrates the concept: internal interface IMergeable { void Merge(object obj); } public class BaseFrameworkObject : IMergeable { protected virtual void Merge(object obj) { // The default implementation. } void IMergeable.Merge(object obj) { Merge(obj); } } public class SomeThirdPartyObject : BaseFrameworkObject { protected override void Merge(object obj) { // A derived type implementation. } } All is fine, provided a single common base type suffices, which is usually true for non collection types. The thing is that collections must be mergeable as well. Collections do not play nicely with the presented concept, because developers do not develop collections from the scratch. There are predefined implementations - observable, filtered, compound, read-only, remove-only, ordered, god-knows-what, ... They may be developed from scratch in-house, but once finished, they serve wide range of products and should never be tailored to some specific product. Which means, that either: they do not implement the IMergeable interface at all, because it is internal to some product the scope of the IMergeable interface is raised to public and the API becomes open and callable by all. Let us refer to these collections as standard collections. Anyway, the first option screws my framework, because now each possible standard collection type has to be paired with the respective framework version, augmenting the standard with the IMergeable interface implementation - this is so bad, I am not even considering it. The second option breaks the framework as well, because the IMergeable interface should be internal for a reason (whatever it is) and now this interface has to open to all. So what to do? My solution is this. make IMergeable public API, but add an extra parameter to the Merge method, I call it a security token. The interface implementation may check that the token references some internal object, which is never exposed to the outside. If this is the case, then the method was called from within the framework, otherwise - some outside API consumer attempted to invoke it and so the implementation can blow up with a SecurityException. Here is the modified code snippet demonstrating this concept: internal static class InternalApi { internal static readonly object Token = new object(); } public interface IMergeable { void Merge(object obj, object token); } public class BaseFrameworkObject : IMergeable { protected virtual void Merge(object obj) { // The default implementation. } public void Merge(object obj, object token) { if (!object.ReferenceEquals(token, InternalApi.Token)) { throw new SecurityException("bla bla bla"); } Merge(obj); } } public class SomeThirdPartyObject : BaseFrameworkObject { protected override void Merge(object obj) { // A derived type implementation. } } Of course, this is less explicit than having an internally scoped interface and the check is moved from the compile time to run time, yet this is the best I could come up with. Now, I have a gut feeling that there is a better way to solve the problem I have presented. I do not know, may be using some standard Code Access Security features? I have only vague understanding of it, but can LinkDemand attribute be somehow related to it? Anyway, I would like to hear other opinions. Thanks.

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  • 10000's+ UI elements, bind or draw?

    - by jpiccolo
    I am drawing a header for a timeline control. It looks like this: I go to 0.01 millisecond per line, so for a 10 minute timeline I am looking at drawing 60000 lines + 6000 labels. This takes a while, ~10 seconds. I would like to offload this from the UI thread. My code is currently: private void drawHeader() { Header.Children.Clear(); switch (viewLevel) { case ViewLevel.MilliSeconds100: double hWidth = Header.Width; this.drawHeaderLines(new TimeSpan(0, 0, 0, 0, 10), 100, 5, hWidth); //Was looking into background worker to off load UI //backgroundWorker = new BackgroundWorker(); //backgroundWorker.DoWork += delegate(object sender, DoWorkEventArgs args) // { // this.drawHeaderLines(new TimeSpan(0, 0, 0, 0, 10), 100, 5, hWidth); // }; //backgroundWorker.RunWorkerAsync(); break; } } private void drawHeaderLines(TimeSpan timeStep, int majorEveryXLine, int distanceBetweenLines, double headerWidth) { var currentTime = new TimeSpan(0, 0, 0, 0, 0); const int everyXLine100 = 10; double currentX = 0; var currentLine = 0; while (currentX < headerWidth) { var l = new Line { ToolTip = currentTime.ToString(@"hh\:mm\:ss\.fff"), StrokeThickness = 1, X1 = 0, X2 = 0, Y1 = 30, Y2 = 25 }; if (((currentLine % majorEveryXLine) == 0) && currentLine != 0) { l.StrokeThickness = 2; l.Y2 = 15; var textBlock = new TextBlock { Text = l.ToolTip.ToString(), FontSize = 8, FontFamily = new FontFamily("Tahoma"), Foreground = new SolidColorBrush(Color.FromRgb(255, 255, 255)) }; Canvas.SetLeft(textBlock, (currentX - 22)); Canvas.SetTop(textBlock, 0); Header.Children.Add(textBlock); } if ((((currentLine % everyXLine100) == 0) && currentLine != 0) && (currentLine % majorEveryXLine) != 0) { l.Y2 = 20; var textBlock = new TextBlock { Text = string.Format(".{0}", TimeSpan.Parse(l.ToolTip.ToString()).Milliseconds), FontSize = 8, FontFamily = new FontFamily("Tahoma"), Foreground = new SolidColorBrush(Color.FromRgb(192, 192, 192)) }; Canvas.SetLeft(textBlock, (currentX - 8)); Canvas.SetTop(textBlock, 8); Header.Children.Add(textBlock); } l.Stroke = new SolidColorBrush(Color.FromRgb(255, 255, 255)); Header.Children.Add(l); Canvas.SetLeft(l, currentX); currentX += distanceBetweenLines; currentLine++; currentTime += timeStep; } } I had looked into BackgroundWorker, except you can't create UI elements on a non-UI thread. Is it possible at all to do drawHeaderLines in a non-UI thread? Could I use data binding for drawing the lines? Would this help with UI responsiveness? I would imagine I can use databinding, but the Styling is probably beyond my current WPF ability (coming from winforms and trying to learn what all these style objects are and binding them). Would anyone be able to supply a starting point for tempting this out? Or Google a tutorial that would get me started?

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  • Problem in arranging contents of Class in JAVA

    - by LuckySlevin
    Hi, I have some classes and I'm trying to fill the objects of this class. Here is what i've tried. (Question is at the below) public class Team { private String clubName; private String preName; private ArrayList<String> branches; public Team(String clubName, String preName) { this.clubName = clubName; this.preName = preName; branches = new ArrayList<String>(); } public Team() { // TODO Auto-generated constructor stub } public String getClubName() { return clubName; } public String getPreName() { return preName; } public ArrayList<String> getBranches() { return branches; } public void setClubName(String clubName) { this.clubName = clubName; } public void setPreName(String preName) { this.preName = preName; } public void setBranches(ArrayList<String> branches) { this.branches = branches; } } public class Branch { private ArrayList<Player> players = new ArrayList<Player>(); String brName; public Branch() {} public void setBr(String brName){this.brName = brName;} public String getBr(){return brName;} public ArrayList<Player> getPlayers() { return players; } public void setPlayers(ArrayList<Player> players) { this.players = players; } } //TEST CLASS public class test { /** * @param args * @throws IOException */ public static void main(String[] args) throws IOException { String a,b,c; String q = "q"; int brCount = 0, tCount = 0; BufferedReader input = new BufferedReader(new InputStreamReader(System.in)); Team[] teams = new Team[30]; Branch[] myBranch = new Branch[30]; for(int z = 0 ; z <30 ;z++) { teams[z] = new Team(); myBranch[z] = new Branch(); } ArrayList<String> tmp = new ArrayList<String>(); int k = 0; int secim = Integer.parseInt(input.readLine()); while(secim != 0) { if(k!=0) secim = Integer.parseInt(input.readLine()); k++; switch(secim) { case 1 : brCount = 0; a = input.readLine(); teams[tCount].setClubName(a); b= input.readLine(); teams[tCount].setPreName(b); c = input.readLine(); while(c.equals(q) == false) { if(brCount != 0) {c = input.readLine();} if(c.equals(q)== false){ myBranch[brCount].brName = c; tmp.add(myBranch[brCount].brName); brCount++; } System.out.println(brCount); } teams[tCount].setBranches(tmp); for(int i=0;i<=tCount;i++ ){ System.out.print("a :" + teams[i].getClubName()+ " " + teams[i].getPreName()+ " "); System.out.println(teams[i].getBranches());} tCount++; break; case 2: String src = input.readLine();//LATERRRRRRRr } } } } The problem is one of my class elements. I have an arraylist as an element of a class. When i enter: AAA as preName BBB as clubName c d e as Branches Then as a second element www as preName GGG as clubName a b as branches The result is coming like: AAA BBB c,d,e,a,b GGG www c,d,e,a,b Which means ArrayList part of the class is putting it on and on. I tried to use clear() method but caused problems. Any ideas.

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  • Objective-C vs JavaScript loop performance

    - by micadelli
    I have a PhoneGap mobile application that I need to generate an array of match combinations. In JavaScript side, the code hanged pretty soon when the array of which the combinations are generated from got a bit bigger. So, I thought I'll make a plugin to generate the combinations, passing the array of javascript objects to native side and loop it there. To my surprise the following codes executes in 150 ms (JavaScript) whereas in native side (Objective-C) it takes ~1000 ms. Does anyone know any tips for speeding up those executing times? When players exceeds 10, i.e. the length of the array of teams equals 252 it really gets slow. Those execution times mentioned above are for 10 players / 252 teams. Here's the JavaScript code: for (i = 0; i < GAME.teams.length; i += 1) { for (j = i + 1; j < GAME.teams.length; j += 1) { t1 = GAME.teams[i]; t2 = GAME.teams[j]; if ((t1.mask & t2.mask) === 0) { GAME.matches.push({ Team1: t1, Team2: t2 }); } } } ... and here's the native code: NSArray *teams = [[NSArray alloc] initWithArray: [options objectForKey:@"teams"]]; NSMutableArray *t = [[NSMutableArray alloc] init]; int mask_t1; int mask_t2; for (NSInteger i = 0; i < [teams count]; i++) { for (NSInteger j = i + 1; j < [teams count]; j++) { mask_t1 = [[[teams objectAtIndex:i] objectForKey:@"mask"] intValue]; mask_t2 = [[[teams objectAtIndex:j] objectForKey:@"mask"] intValue]; if ((mask_t1 & mask_t2) == 0) { [t insertObject:[teams objectAtIndex:i] atIndex:0]; [t insertObject:[teams objectAtIndex:j] atIndex:1]; /* NSArray *newCombination = [[NSArray alloc] initWithObjects: [teams objectAtIndex:i], [teams objectAtIndex:j], nil]; */ [combinations addObject:t]; } } } ... the array in question (GAME.teams) looks like this: { count = 2; full = 1; list = ( { index = 0; mask = 1; name = A; score = 0; }, { index = 1; mask = 2; name = B; score = 0; } ); mask = 3; name = A; }, { count = 2; full = 1; list = ( { index = 0; mask = 1; name = A; score = 0; }, { index = 2; mask = 4; name = C; score = 0; } ); mask = 5; name = A; },

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  • Why does this program stop running?

    - by designloper
    Hi everyone....I am developing a card making system...nothing fancy. Right got this far but program now stops running with no error when running after the first card sample i.e. " Enter 'OK' if this card is OK, otherwise enter an alternative border character: + ". Any suggestions Java Masters? //Ask user for input //makes use of print line method System.out.println("Enter name: "); //took the variables //called the object of the scanner 'cardOrder' //and use the Scanner objects method '.nextLine' //to read the next line of the input firstName = cardOrder.nextLine(); mInitial = cardOrder.nextLine(); lastName = cardOrder.nextLine(); //Print out the "Here is a sample card" + the first name, middle initial and last name System.out.println("Here is a sample card: \n\n" + firstName + mInitial + lastName + "**************" + "**************" + firstName + mInitial + lastName + "\n* *" + "\n*" + " " + firstName + mInitial + lastName + " *" + "\n* *\n" + firstName + mInitial + lastName +"**************" + "**************" + firstName + mInitial + lastName + "\n"); //Ask user is the card is OK to proceed to order query or if they want an alternative border character: + System.out.println("Enter 'OK' if this card is OK, otherwise enter an alternative border character: + "); //Check if user entered "OK" and store it in var optionA optionA = cardOrder.nextLine(); //test if (a == optionA){ System.out.println("\nHow many cards would you like? "); cardsOrdered = cardOrder.nextInt(); equals = (int) (cardPriceA * cardsOrdered); System.out.println("The price of " + cardsOrdered + " cards"+ " is £" + equals + ".\n"); System.out.println("No Discount given."); } else if(b == optionA) { //Print out the "Here is a sample card" + the first name, middle initial and last name System.out.println("Here is a sample card: \n\n" + firstName + mInitial + lastName + "++++++++++++++" + "++++++++++++++" + firstName + mInitial + lastName + "\n+ +" + "\n+" + " " + firstName + mInitial + lastName + " +" + "\n+ +\n" + firstName + mInitial + lastName +"++++++++++++++" + "++++++++++++++" + firstName + mInitial + lastName + "\n"); //Ask user is the card is OK to proceed to order query or if they want an alternative border character: + System.out.println("Enter 'OK' if this card is OK, otherwise enter an alternative border character: OK "); //Check if user entered "OK" and store it in var optionA optionA = cardOrder.nextLine(); if (a == optionA){ System.out.println("\nHow many cards would you like? "); cardsOrdered = cardOrder.nextInt(); equals = (int) (cardPriceA * cardsOrdered); System.out.println("The price of " + cardsOrdered + " cards"+ " is £" + equals + ".\n"); System.out.println("No Discount given."); } } else if (c == optionA) {//Print out the "Here is a sample card" + the first name, middle initial and last name System.out.println("Here is a sample card: \n\n" + firstName + mInitial + lastName + "**************" + "**************" + firstName + mInitial + lastName + "\n* *" + "\n*" + " " + firstName + mInitial + lastName + " *" + "\n* *\n" + firstName + mInitial + lastName +"**************" + "**************" + firstName + mInitial + lastName + "\n"); //Ask user is the card is OK to proceed to order query or if they want an alternative border character: + System.out.println("Enter 'OK' if this card is OK, otherwise enter an alternative border character: + "); //Check if user entered "OK" and store it in var optionA optionA = cardOrder.nextLine(); if (a == optionA){ System.out.println("\nHow many cards would you like? "); cardsOrdered = cardOrder.nextInt(); equals = (int) (cardPriceA * cardsOrdered); System.out.println("The price of " + cardsOrdered + " cards"+ " is £" + equals + ".\n"); System.out.println("No Discount given."); } }

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  • A view interface for large object/array dumps

    - by user685107
    I want to embed in a page a detailed structure report of my model objects, like print_r() or var_export() produce (now I’m doing this with running var_export() on get_object_vars()). But what I actually want to see is only some properties (in most cases), but at this moment I have to use Ctrl+F and seek the variable I want, instead of just staring at it right after the page completes loading. So I’m embedding buttons to show/hide large arrays etc. but thought: ‘What if there already is the thing I do right now?’ So is there? Update: What would your ideal interface look like? First of all, dumped models fit in the first screen. All the properties can be seen at the first look at the screen (there are not many of them, around 10 per each, three models total, so it is possible). Small arrays can be shown unrolled too. Let the size of the array to count it as ‘small’ be definable. Ideally, the user can see values of the properties without doing any click, scrolling the screen or typing something. There must be some improvements to representing the values, say, if an array is empty, show array ‘My_big_array’ is empty and if a boolean variable starting with is_, has_, had_ has a false as the value, make the variable (let us take is_available for example) shown as is_NOT_available in red, and if it has true as the value, show is_available in green. Without any value shown. The same goes for defined constants. That would be ideal. I want to make focus on this kind of switches. Krumo seems useful, but since it always closes up the variable without making difference of how large it is, I cannot use it as is, but there might appear something similar on github soon :) Second update starts here: Any programmer who sees is_available = false will know what it means, no need to do more Bringing in color indication I forgot about one thing: the ‘switches’ let’s call them so, may me important or not. So I have right now some of them that will show in green or red, this is for something global, like caching, which is shown as Caching is… ON with ‘ON’ written in green, (and ‘OFF’ in red when disabled) while the words about what it is, i.e. ‘Caching is… ’ are written in black. And some which are not so important, for example I haven’t defined REVEAL_TIES is… not set with ‘not set’ written in gray, while the words describing what it is stay in black. And if it would be set the whole phrase would be in black since there is nothing important: if this small utility for showing some undercover things is working, I will see some messages after it, if it isn’t — site will be working independently of its state. Dividing switches into important ones and not with corresponding color match should improve readability, especially for those users who are not programmers and just enabled debug mode because some guy from bugzilla said do that — for them it would help to understand what is important and what is not.

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  • Incorrect data when passing pointer a list of pointers to a function. (C++)

    - by Phil Elm
    I'm writing code for combining data received over multiple sources. When the objects received (I'll call them MyPacket for now), they are stored in a standard list. However, whenever I reference the payload size of a partial MyPacket, the value shows up as 1 instead of the intended size. Here's the function code: MyPacket* CombinePackets(std::list<MyPacket*>* packets, uint8* current_packet){ uint32 total_payload_size = 0; if(packets->size() <= 0) return NULL; //For now. std::list<MyPacket*>::iterator it = packets->begin(); //Some minor code here, not relevant to the problem. for(uint8 index = 0; index < packets->size(); index++){ //(*it)->GetPayloadSize() returns 1 when it should show 1024. I've tried directly accessing the variable and more, but I just can't get it to work. total_payload_size += (*it)->GetPayloadSize(); cout << "Adding to total payload size value: " << (*it)->GetPayloadSize() << endl; std::advance(it,1); } MyPacket* packet = new MyPacket(); //Byte is just a typedef'd unsigned char. packet->payload = (byte) calloc(total_payload_size, sizeof(byte)); packet->payload_size = total_payload_size; it = packets->begin(); //Go back to the beginning again. uint32 big_payload_index = 0; for(uint8 index = 0; index < packets->size(); index++){ if(current_packet != NULL) *current_packet = index; for(uint32 payload_index = 0; payload_index < (*it)->GetPayloadSize(); payload_index++){ packet->payload[big_payload_index] = (*it)->payload[payload_index]; big_payload_index++; } std::advance(it,1); } return packet; } //Calling code std::list<MyPacket*> received = std::list<MyPacket*>(); //The code that fills it is here. std::list<MyPacket*>::iterator it = received.begin(); cout << (*it)->GetPayloadSize() << endl; // Outputs 1024 correctly! MyPacket* final = CombinePackets(&received,NULL); cout << final->GetPayloadSize() << endl; //Outputs 181, which happens to be the number of elements in the received list. So, as you can see above, when I reference (*it)-GetPayloadSize(), it returns 1 instead of the intended 1024. Can anyone see the problem and if so, do you have an idea on how to fix this? I've spent 4 hours searching and trying new solutions, but they all keep returning 1... EDIT:

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Pluralsight Meet the Author Podcast on Structuring JavaScript Code

    - by dwahlin
    I had the opportunity to talk with Fritz Onion from Pluralsight about one of my recent courses titled Structuring JavaScript Code for one of their Meet the Author podcasts. We talked about why JavaScript patterns are important for building more re-useable and maintainable apps, pros and cons of different patterns, and how to go about picking a pattern as a project is started. The course provides a solid walk-through of converting what I call “Function Spaghetti Code” into more modular code that’s easier to maintain, more re-useable, and less susceptible to naming conflicts. Patterns covered in the course include the Prototype Pattern, Revealing Module Pattern, and Revealing Prototype Pattern along with several other tips and techniques that can be used. Meet the Author:  Dan Wahlin on Structuring JavaScript Code   The transcript from the podcast is shown below: [Fritz]  Hello, this is Fritz Onion with another Pluralsight author interview. Today we’re talking with Dan Wahlin about his new course, Structuring JavaScript Code. Hi, Dan, it’s good to have you with us today. [Dan]  Thanks for having me, Fritz. [Fritz]  So, Dan, your new course, which came out in December of 2011 called Structuring JavaScript Code, goes into several patterns of usage in JavaScript as well as ways of organizing your code and what struck me about it was all the different techniques you described for encapsulating your code. I was wondering if you could give us just a little insight into what your motivation was for creating this course and sort of why you decided to write it and record it. [Dan]  Sure. So, I got started with JavaScript back in the mid 90s. In fact, back in the days when browsers that most people haven’t heard of were out and we had JavaScript but it wasn’t great. I was on a project in the late 90s that was heavy, heavy JavaScript and we pretty much did what I call in the course function spaghetti code where you just have function after function, there’s no rhyme or reason to how those functions are structured, they just kind of flow and it’s a little bit hard to do maintenance on it, you really don’t get a lot of reuse as far as from an object perspective. And so coming from an object-oriented background in JAVA and C#, I wanted to put something together that highlighted kind of the new way if you will of writing JavaScript because most people start out just writing functions and there’s nothing with that, it works, but it’s definitely not a real reusable solution. So the course is really all about how to move from just kind of function after function after function to the world of more encapsulated code and more reusable and hopefully better maintenance in the process. [Fritz]  So I am sure a lot of people have had similar experiences with their JavaScript code and will be looking forward to seeing what types of patterns you’ve put forth. Now, a couple I noticed in your course one is you start off with the prototype pattern. Do you want to describe sort of what problem that solves and how you go about using it within JavaScript? [Dan]  Sure. So, the patterns that are covered such as the prototype pattern and the revealing module pattern just as two examples, you know, show these kind of three things that I harp on throughout the course of encapsulation, better maintenance, reuse, those types of things. The prototype pattern specifically though has a couple kind of pros over some of the other patterns and that is the ability to extend your code without touching source code and what I mean by that is let’s say you’re writing a library that you know either other teammates or other people just out there on the Internet in general are going to be using. With the prototype pattern, you can actually write your code in such a way that we’re leveraging the JavaScript property and by doing that now you can extend my code that I wrote without touching my source code script or you can even override my code and perform some new functionality. Again, without touching my code.  And so you get kind of the benefit of the almost like inheritance or overriding in object oriented languages with this prototype pattern and it makes it kind of attractive that way definitely from a maintenance standpoint because, you know, you don’t want to modify a script I wrote because I might roll out version 2 and now you’d have to track where you change things and it gets a little tricky. So with this you just override those pieces or extend them and get that functionality and that’s kind of some of the benefits that that pattern offers out of the box. [Fritz]  And then the revealing module pattern, how does that differ from the prototype pattern and what problem does that solve differently? [Dan]  Yeah, so the prototype pattern and there’s another one that’s kind of really closely lined with revealing module pattern called the revealing prototype pattern and it also uses the prototype key word but it’s very similar to the one you just asked about the revealing module pattern. [Fritz]  Okay. [Dan]  This is a really popular one out there. In fact, we did a project for Microsoft that was very, very heavy JavaScript. It was an HMTL5 jQuery type app and we use this pattern for most of the structure if you will for the JavaScript code and what it does in a nutshell is allows you to get that encapsulation so you have really a single function wrapper that wraps all your other child functions but it gives you the ability to do public versus private members and this is kind of a sort of debate out there on the web. Some people feel that all JavaScript code should just be directly accessible and others kind of like to be able to hide their, truly their private stuff and a lot of people do that. You just put an underscore in front of your field or your variable name or your function name and that kind of is the defacto way to say hey, this is private. With the revealing module pattern you can do the equivalent of what objective oriented languages do and actually have private members that you literally can’t get to as an external consumer of the JavaScript code and then you can expose only those members that you want to be public. Now, you don’t get the benefit though of the prototype feature, which is I can’t easily extend the revealing module pattern type code if you don’t like something I’m doing, chances are you’re probably going to have to tweak my code to fix that because we’re not leveraging prototyping but in situations where you’re writing apps that are very specific to a given target app, you know, it’s not a library, it’s not going to be used in other apps all over the place, it’s a pattern I actually like a lot, it’s very simple to get going and then if you do like that public/private feature, it’s available to you. [Fritz]  Yeah, that’s interesting. So it’s almost, you can either go private by convention just by using a standard naming convention or you can actually enforce it by using the prototype pattern. [Dan]  Yeah, that’s exactly right. [Fritz]  So one of the things that I know I run across in JavaScript and I’m curious to get your take on is we do have all these different techniques of encapsulation and each one is really quite different when you’re using closures versus simply, you know, referencing member variables and adding them to your objects that the syntax changes with each pattern and the usage changes. So what would you recommend for people starting out in a brand new JavaScript project? Should they all sort of decide beforehand on what patterns they’re going to stick to or do you change it based on what part of the library you’re working on? I know that’s one of the points of confusion in this space. [Dan]  Yeah, it’s a great question. In fact, I just had a company ask me about that. So which one do I pick and, of course, there’s not one answer fits all. [Fritz]  Right. [Dan]  So it really depends what you just said is absolutely in my opinion correct, which is I think as a, especially if you’re on a team or even if you’re just an individual a team of one, you should go through and pick out which pattern for this particular project you think is best. Now if it were me, here’s kind of the way I think of it. If I were writing a let’s say base library that several web apps are going to use or even one, but I know that there’s going to be some pieces that I’m not really sure on right now as I’m writing I and I know people might want to hook in that and have some better extension points, then I would look at either the prototype pattern or the revealing prototype. Now, really just a real quick summation between the two the revealing prototype also gives you that public/private stuff like the revealing module pattern does whereas the prototype pattern does not but both of the prototype patterns do give you the benefit of that extension or that hook capability. So, if I were writing a library that I need people to override things or I’m not even sure what I need them to override, I want them to have that option, I’d probably pick a prototype, one of the prototype patterns. If I’m writing some code that is very unique to the app and it’s kind of a one off for this app which is what I think a lot of people are kind of in that mode as writing custom apps for customers, then my personal preference is the revealing module pattern you could always go with the module pattern as well which is very close but I think the revealing module patterns a little bit cleaner and we go through that in the course and explain kind of the syntax there and the differences. [Fritz]  Great, that makes a lot of sense. [Fritz]  I appreciate you taking the time, Dan, and I hope everyone takes a chance to look at your course and sort of make these decisions for themselves in their next JavaScript project. Dan’s course is, Structuring JavaScript Code and it’s available now in the Pluralsight Library. So, thank you very much, Dan. [Dan]  Thanks for having me again.

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  • How about a new platform for your next API&hellip; a CMS?

    - by Elton Stoneman
    Originally posted on: http://geekswithblogs.net/EltonStoneman/archive/2014/05/22/how-about-a-new-platform-for-your-next-apihellip-a.aspxSay what? I’m seeing a type of API emerge which serves static or long-lived resources, which are mostly read-only and have a controlled process to update the data that gets served. Think of something like an app configuration API, where you want a central location for changeable settings. You could use this server side to store database connection strings and keep all your instances in sync, or it could be used client side to push changes out to all users (and potentially driving A/B or MVT testing). That’s a good candidate for a RESTful API which makes proper use of HTTP expiration and validation caching to minimise traffic, but really you want a front end UI where you can edit the current config that the API returns and publish your changes. Sound like a Content Mangement System would be a good fit? I’ve been looking at that and it’s a great fit for this scenario. You get a lot of what you need out of the box, the amount of custom code you need to write is minimal, and you get a whole lot of extra stuff from using CMS which is very useful, but probably not something you’d build if you had to put together a quick UI over your API content (like a publish workflow, fine-grained security and an audit trail). You typically use a CMS for HTML resources, but it’s simple to expose JSON instead – or to do content negotiation to support both, so you can open a resource in a browser and see a nice visual representation, or request it with: Accept=application/json and get the same content rendered as JSON for the app to use. Enter Umbraco Umbraco is an open source .NET CMS that’s been around for a while. It has very good adoption, a lively community and a good release cycle. It’s easy to use, has all the functionality you need for a CMS-driven API, and it’s scalable (although you won’t necessarily put much scale on the CMS layer). In the rest of this post, I’ll build out a simple app config API using Umbraco. We’ll define the structure of the configuration resource by creating a new Document Type and setting custom properties; then we’ll build a very simple Razor template to return configuration documents as JSON; then create a resource and see how it looks. And we’ll look at how you could build this into a wider solution. If you want to try this for yourself, it’s ultra easy – there’s an Umbraco image in the Azure Website gallery, so all you need to to is create a new Website, select Umbraco from the image and complete the installation. It will create a SQL Azure website to store all the content, as well as a Website instance for editing and accessing content. They’re standard Azure resources, so you can scale them as you need. The default install creates a starter site for some HTML content, which you can use to learn your way around (or just delete). 1. Create Configuration Document Type In Umbraco you manage content by creating and modifying documents, and every document has a known type, defining what properties it holds. We’ll create a new Document Type to describe some basic config settings. In the Settings section from the left navigation (spanner icon), expand Document Types and Master, hit the ellipsis and select to create a new Document Type: This will base your new type off the Master type, which gives you some existing properties that we’ll use – like the Page Title which will be the resource URL. In the Generic Properties tab for the new Document Type, you set the properties you’ll be able to edit and return for the resource: Here I’ve added a text string where I’ll set a default cache lifespan, an image which I can use for a banner display, and a date which could show the user when the next release is due. This is the sort of thing that sits nicely in an app config API. It’s likely to change during the life of the product, but not very often, so it’s good to have a centralised place where you can make and publish changes easily and safely. It also enables A/B and MVT testing, as you can change the response each client gets based on your set logic, and their apps will behave differently without needing a release. 2. Define the response template Now we’ve defined the structure of the resource (as a document), in Umbraco we can define a C# Razor template to say how that resource gets rendered to the client. If you only want to provide JSON, it’s easy to render the content of the document by building each property in the response (Umbraco uses dynamic objects so you can specify document properties as object properties), or you can support content negotiation with very little effort. Here’s a template to render the document as HTML or JSON depending on the Accept header, using JSON.NET for the API rendering: @inherits Umbraco.Web.Mvc.UmbracoTemplatePage @using Newtonsoft.Json @{ Layout = null; } @if(UmbracoContext.HttpContext.Request.Headers["accept"] != null &amp;&amp; UmbracoContext.HttpContext.Request.Headers["accept"] == "application/json") { Response.ContentType = "application/json"; @Html.Raw(JsonConvert.SerializeObject(new { cacheLifespan = CurrentPage.cacheLifespan, bannerImageUrl = CurrentPage.bannerImage, nextReleaseDate = CurrentPage.nextReleaseDate })) } else { <h1>App configuration</h1> <p>Cache lifespan: <b>@CurrentPage.cacheLifespan</b></p> <p>Banner Image: </p> <img src="@CurrentPage.bannerImage"> <p>Next Release Date: <b>@CurrentPage.nextReleaseDate</b></p> } That’s a rough-and ready example of what you can do. You could make it completely generic and just render all the document’s properties as JSON, but having a specific template for each resource gives you control over what gets sent out. And the templates are evaluated at run-time, so if you need to change the output – or extend it, say to add caching response headers – you just edit the template and save, and the next client request gets rendered from the new template. No code to build and ship. 3. Create the content With your document type created, in  the Content pane you can create a new instance of that document, where Umbraco gives you a nice UI to input values for the properties we set up on the Document Type: Here I’ve set the cache lifespan to an xs:duration value, uploaded an image for the banner and specified a release date. Each property gets the appropriate input control – text box, file upload and date picker. At the top of the page is the name of the resource – myapp in this example. That specifies the URL for the resource, so if I had a DNS entry pointing to my Umbraco instance, I could access the config with a URL like http://static.x.y.z.com/config/myapp. The setup is all done now, so when we publish this resource it’ll be available to access.  4. Access the resource Now if you open  that URL in the browser, you’ll see the HTML version rendered: - complete with the  image and formatted date. Umbraco lets you save changes and preview them before publishing, so the HTML view could be a good way of showing editors their changes in a usable view, before they confirm them. If you browse the same URL from a REST client, specifying the Accept=application/json request header, you get this response:   That’s the exact same resource, with a managed UI to publish it, being accessed as HTML or JSON with a tiny amount of effort. 5. The wider landscape If you have fairy stable content to expose as an API, I think  this approach is really worth considering. Umbraco scales very nicely, but in a typical solution you probably wouldn’t need it to. When you have additional requirements, like logging API access requests - but doing it out-of-band so clients aren’t impacted, you can put a very thin API layer on top of Umbraco, and cache the CMS responses in your API layer:   Here the API does a passthrough to CMS, so the CMS still controls the content, but it caches the response. If the response is cached for 1 minute, then Umbraco only needs to handle 1 request per minute (multiplied by the number of API instances), so if you need to support 1000s of request per second, you’re scaling a thin, simple API layer rather than having to scale the more complex CMS infrastructure (including the database). This diagram also shows an approach to logging, by asynchronously publishing a message to a queue (Redis in this case), which can be picked up later and persisted by a different process. Does it work? Beautifully. Using Azure, I spiked the solution above (including the Redis logging framework which I’ll blog about later) in half a day. That included setting up different roles in Umbraco to demonstrate a managed workflow for publishing changes, and a couple of document types representing different resources. Is it maintainable? We have three moving parts, which are all managed resources in Azure –  an Azure Website for Umbraco which may need a couple of instances for HA (or may not, depending on how long the content can be cached), a message queue (Redis is in preview in Azure, but you can easily use Service Bus Queues if performance is less of a concern), and the Web Role for the API. Two of the components are off-the-shelf, from open source projects, and the only custom code is the API which is very simple. Does it scale? Pretty nicely. With a single Umbraco instance running as an Azure Website, and with 4x instances for my API layer (Standard sized Web Roles), I got just under 4,000 requests per second served reliably, with a Worker Role in the background saving the access logs. So we had a nice UI to publish app config changes, with a friendly Web preview and a publishing workflow, capable of supporting 14 million requests in an hour, with less than a day’s effort. Worth considering if you’re publishing long-lived resources through your API.

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  • Fitting it together, database, reporting, applications in C#

    - by alvonellos
    Introduction Preamble I was hesitant to post this, since it's an application whose intricate details are defined elsewhere, and answers may not be helpful to others. Within the past few weeks (I was actually going to write a blog post about this after I finished) I've discovered that the barrier I'm encountering is one that's actually quite common for newer developers. This question is not so much about a specific thing as it is about piecing those things together. I've searched the internet far and wide, and found many tutorials on how to create applications that are kind of similar to what I'm looking for. I've also looked at hiring another, more experienced, developer to help me along, but all I've gotten are unqualified candidates that don't have the experience necessary and won't take care of the client or project like I will. I'd rather have the project never transpire than to release a solution that is half-baked. I've asked professors at my school, but they've not turned up answers to my question. I'm an experienced developer, and I've written many applications that are -- very abstractly -- close to what I'm doing, but my experiences from those applications aren't giving me enough leverage to solve this particular problem. I just hope that posting this article isn't a mistake for me to write. Project Description I have a project I'm working on for a client that is a rewrite of an application, originally written in Foxpro 2.6 by someone before me, that performs some analysis (which, sadly, I'm not allowed to disclose as per of my employment contract) on financial data. One day, after a long talk between the client and I -- where he intimately described his frustrations with all the bugs I've been hacking out of this code for 6 months now -- he told me to just rewrite it and gave me a month to write a good 1/8 of this 65k LOC Foxpro monstrosity. this 65k line of code foxpro monstrosity. It'll take me a good 3 - 6 months to rewrite this software (I know things the original programmer did not, like inheritance) going as I am right now, but I'm quickly discovering that I'm going to need to use databases. Prior to this contract I didn't even know about foxpro, and so I've had to learn foxpro on the fly, write procedures and make modifications to the database. I've actually come to like it, and this project would be rewritten in Foxpro if it were still a supported language, because over the past few months, I've come to like the features of Foxpro that make it so easy to develop data-driven applications. I once perfomed an experiment, comparing C# to Foxpro. What took me 45 minutes in C# took me two in Foxpro, and I knew C# prior to Foxpro. I was hoping to leverage the power of C#, but it intimidates me that in foxpro, you can have one line of code and be using a database. Prior to this, I have never written any serious database development from scratch. All the applications that I've written are in a different league. They are either completely data-naive or data-naive enough that I can get away with not using a database through serialization or by designing algorithms that work with the data in a manner that is stateless, so there is no need to worry about databases. I've come to realize, very quickly, that serialization and my efficacy with data structures has been my crutch all these years that's prevented me from adventuring into databases, and has consequently hindered my success in real-world programming. Sure, I've written some database stuff in Perl and Python, and I've done forms and worked with relational databases and tables, I'm a wizard in Access and Excel (seriously) and can do just about anything, but it just feels unnatural writing SQL code in another language... I don't mind writing SQL, and I don't It's that bridge between the database and the program code that drives me absolutely bonkers. I hope I'm not the only one to think this, but it bothers me that I have to create statements like the following string sSql = "SELECT * from tablename" When there's really no reason for that kind of unchecked language binding between two languages and two API's. Don't get my wrong, SQL is great, but I don't like the idea that, when executing commands on a SQL database, that one must intermix database and application software, and there's no database independence, which means that different versions of different databases can break code. This isn't very nice. The nicest thing about Foxpro is the cohesiveness between programming language and database. It's so easy, and Foxpro makes it easy, because the tool just fits the task. I can see why so many developers have created a career with this language, because it lowered the barrier of entry to data-driven applications that so many businesses need. It was wonderful. For my purposes today, with the demands and need for community support, extensibility, and language features, Foxpro isn't a solution that I feel would be the right tool for the job. I'm also worried about working too heavy with the database, because I've seen data-driven .NET applications have issues with database caches, running out of memory, and objects in the database not being collected. (Memory leaks) And OH the queries. Which one, how, and why? There are a plethora of different ways that a database can be setup, I think I counted 5 or 6 different kinds of database applications alone that I can chose from. That is a great mountain for me to climb when I don't even know where to begin when it comes to writing data-driven applications. The problem isn't that I don't know SQL or that I don't know C#. I know both and have worked with both extensively. It's making them work together that's the problem, and it's something I've never done in C# before. Reports The client likes paper. The data needs to be printed out in a format that is extensible, layered, and easy to use. I have never done reporting before, and so this is a bit of a problem. From the data source comes crystal reports, and so there's a dependency on the database, from what I understand. Code reuse A large part of the design decision that I've gone through so far is to break the task of writing a piece of this software into routines and modular DLL's and so forth such that much of the code can be reused. For example, when I setup this database, I want to be able to reuse the same database code over and over again. I also want to make sure that when the day comes that another developer is here, that he/she will be able to pick up just where I left off. The quicker I develop these applications, the better off I am. Tasks & Goals In my project, I need to write routines that apply algorithms and look for predefined patterns in financial data. Additionally, I need to simulate trading based on predefined algorithms and data. Then I need to prepare reports on that data. Additionally, I need to have a way to change the code base for this application quickly and effectively, without hacking together some band-aid solution for a problem that really needs a trauma ward. Special Considerations The solution must be fast, run quickly on existing hardware, and not be too much of a pain to maintain and write. I understand that anything I write I'm married to -- I'm responsible for the things that I write because my reputation and livelihood is dependent on it. Do I really need a database? What about performance? Performance was such a big issue that I hand wrote a data structure that is capable of performing 2 billion operations, using a total of 4 gigs of memory in under 1/4 of a second using the standard core two duo processor. I could not find a similar, pre-written data structure in C# to perform this task. What setup do I use in terms of database? What about reporting? I'd prefer to have PDF's generated, but I'd like to be able to visually sketch those reports and then just have a ReportFactory of some sort, that when I pass some variables in, it just does that data. About Me I'm a lone developer for a small business in this area. This is the first time I've done this and I've never had the breadth and depth of my knowledge tested. I'm incredibly frustrated with this project because I feel incredibly overwhelmed with the task at hand. I'm looking for that entry level point where I can draw a line and say "this is what I need to do" Conclusion I may have not been clear enough on my post. I'm still new to this whole thing, and I've been doing my best to contribute back to the community that I've leached so much knowledge from. I'd be glad to edit my post and add more information if possible. I'm looking for a big-picture solution or design process that helps me get off the ground in this world of data-driven applications, because I have a feeling that it's going to be concentric to my entire career as a programmer for some time. Specifically, if you didn't get it from the rest of the post (I may not have been clear enough) I really need some guidance as to where to go in terms of the design decisions for this project. Some things that'll be useful will be a pro/con list for the different kinds of database projects available in VS2010. I've tried, but generating that list has been as hard as solving the problem itself... If you could walk a developer writing a data-driven application for the first time in C#, how would you do that? Where would you point them to?

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • CodePlex Daily Summary for Saturday, March 10, 2012

    CodePlex Daily Summary for Saturday, March 10, 2012Popular ReleasesPlayer Framework by Microsoft: Player Framework for Windows 8 Metro (BETA): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications.WPF Application Framework (WAF): WAF for .NET 4.5 (Experimental): Version: 2.5.0.440 (Experimental): This is an experimental release! It can be used to investigate the new .NET Framework 4.5 features. The ideas shown in this release might come in a future release (after 2.5) of the WPF Application Framework (WAF). More information can be found in this dicussion post. Requirements .NET Framework 4.5 (The package contains a solution file for Visual Studio 11) The unit test projects require Visual Studio 11 Professional Changelog All: Upgrade all proje...SSH.NET Library: 2012.3.9: There are still few outstanding issues I wanted to include in this release but since its been a while and there are few new features already I decided to create a new release now. New Features Add SOCKS4, SOCKS5 and HTTP Proxy support when connecting to remote server. For silverlight only IP address can be used for server address when using proxy. Add dynamic port forwarding support using ForwardedPortDynamic class. Add new ShellStream class to work with SSH Shell. Add supports for mu...Test Case Import Utilities for Visual Studio 2010 and Visual Studio 11 Beta: V1.2 RTM: This release (V1.2 RTM) includes: Support for connecting to Hosted Team Foundation Server Preview. Support for connecting to Team Foundation Server 11 Beta. Fix to issue with read-only attribute being set for LinksMapping-ReportFile which may have led to problems when saving the report file. Fix to issue with “related links” not being set properly in certain conditions. Fix to ensure that tool works fine when the Excel file contained rich text data. Note: Data is still imported in pl...Audio Pitch & Shift: Audio Pitch And Shift 3.5.0: Modules (mod, xm, it, etc..) supportcallisto: callisto 2.0.19: BUG FIX: Autorun.load() function in scripting now has sandboxed path (Thanks Mikey!) BUG FIX: UserObject.Name property now allows full 20 byte string replacements. FEATURE REQUEST: File.* script functions now allow file extensions.EntitiesToDTOs - Entity Framework DTO Generator: EntitiesToDTOs.v2.1: Changelog Fixed template file access issue on Win7. Fix on configuration load when target project was not found and "Use project default namespace" was checked. Minor fix on loading latest configuration at startup. Minor fix in VisualStudioHelper class. DTO's properties accessors are now in one line. Improvements in PropertyHelper to get a cleaner and more performant code. Added Website project type as a not supported project type. Using Error List pane from VS IDE to show Enti...DotNetNuke® Community Edition CMS: 06.01.04: Major Highlights Fixed issue with loading the splash page skin in the login, privacy and terms of use pages Fixed issue when searching for words with special characters in them Fixed redirection issue when the user does not have permissions to access a resource Fixed issue when clearing the cache using the ClearHostCache() function Fixed issue when displaying the site structure in the link to page feature Fixed issue when inline editing the title of modules Fixed issue with ...Mayhem: Mayhem Developer Preview: This is the developer preview of Mayhem. Enjoy!Team Foundation Server Process Template Customization Guidance: v1 - For Visual Studio 11: Welcome to the BETA release of the Team Foundation Server Process Template Customization preview. As this is a BETA release and the quality bar for the final Release has not been achieved, we value your candid feedback and recommend that you do not use or deploy these BETA artifacts in a production environment. Quality-Bar Details Documentation has been reviewed by Visual Studio ALM Rangers Documentation has not been through an independent technical review Documentation has not been rev...Magelia WebStore Open-source Ecommerce software: Magelia WebStore 1.2: Medium trust compliant lot of small change for medium trust compliance full refactoring of user management refactoring of Client Refactoring of user management Magelia.WebStore.Client no longer reference Magelia.WebStore.Services.Contract Refactoring page category multi parent category added copy category feature added Refactoring page catalog copy catalog feature added variant management improvement ability to define a default variant for a variable product ability to ord...PDFsharp - A .NET library for processing PDF: PDFsharp and MigraDoc Foundation 1.32: PDFsharp and MigraDoc Foundation 1.32 is a stable version that fixes a few bugs that were found with version 1.31. Version 1.32 includes solutions for Visual Studio 2010 only (but it should be possible to add the project files to existing solutions for VS 2005 or VS 2008). Users of VS 2005 or VS 2008 can still download version 1.31 with the solutions for those versions that allow them to easily try the samples that are included. While it may create smaller PDF files than version 1.30 because...Terminals: Version 2.0 - Release: Changes since version 1.9a:New art works New usability in Organize favorites window Improved usability of imports/exports and scans Large number of fixes Improvements in single instance mode Comparing November beta 4, this corrects: New application icons Doesn't show Logon error codes Fixed command line arguments exception for single instance mode Fixed detaching of tabs improved usability in detached window Fixed option settings for Capture manager Fixed system tray noti...MFCMAPI: March 2012 Release: Build: 15.0.0.1032 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeTortoiseHg: TortoiseHg 2.3.1: bugfix releaseSimple Injector: Simple Injector v1.4.1: This release adds two small improvements to the SimpleInjector.Extensions.dll. No changes have been made to the core library. New features and improvements in this release for the SimpleInjector.Extensions.dll The RegisterManyForOpenGeneric extension methods now accept non-generic decorator, as long as they implement the given open generic service type. GetTypesToRegister methods added to the OpenGenericBatchRegistrationExtensions class which allows to customize the behavior. Note that the...CommonLibrary: Code: CodeVidCoder: 1.3.1: Updated HandBrake core to 0.9.6 release (svn 4472). Removed erroneous "None" container choice. Change some logic and help text to stop assuming you have to pick the VIDEO_TS folder for a DVD scan. This should make previewing DVD titles on the Queue Multiple Titles window possible when you've picked the root DVD directory.Google Books Downloader for Windows: Google Books Downloader: Google Books Downloader 1.8ExtAspNet: ExtAspNet v3.1.0: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-03-04 v3.1.0 -??Hidden???????(〓?〓)。 -?PageManager??...New ProjectsAres Backup: Ares Backup is a Backup software which can save bytediffs and provides several storage plugins.BackItUp: Backup-Tool für Visual Studio Projektebinbin domain: binbin domain Blexus Service Plattform: Some cool stuff about Wcf Services. - can communicate files - can communicate xaml objects (generate dynamically Gui) CardPlay - a Solitaire Framework for .Net: CardPlay is a C# framework for developing Solitaire card games. The solution includes a sample WPF client along with over 100 games.Cloud Files Upload: Windows application to script cloud file uploads.Code First API Library, Scaffolding & Guidance for Coded UI Tests: Code first Coded UI Tests for web apps. Library, Scaffolding and Guidance.CPEBook by FMUG & TPAY: CPEBook by MUG & TPAY Projet dot NET CPEBookDot Net Application String Resources Viewer: Dot Net Application String Resources ViewerFilter for SharePoint Web Settings Page: This solution show a simple way to integrate a filter box by using jquery, a global farm feature and a simple delegate control for AdditionalPageHead.Google Books Downloader for Windows: Save Google books in PDF, JPEG or PNG format.GUIToolkit: C++ Windowless GUI,DirectUIHarvest Sports: Harvest SportsInfoPath Analyzer: InfoPath Analyzer makes InfoPath form development and troubleshooting much easier. You're easy to find the relationship between controls and data fields, search data fields or controls by name, edit InfoPath inner html directly.Kinectsignlanguage project: This project will help kinect be used for sign language to speech so that sign language people can be understood while talking to important people. LotteryVote: ????manager123: Trying out CodePlexMcRegister: McRegister is an asp.net mvc 3 razor website that enables you to register users on your minecraft server it works in conjunction with a minecraft mod called EasyAuth.MetroTipi: HelloTipi Sous l'interface Metro de Windows 8Microsoft AppFactory: AppFactory is a powerful data-driven build system for Windows Phone (and soon Windows 8) projects. Its purpose is to help developers start with template projects and turn them into suites of applications.MiniStock: MiniStock is an experimental reference architecture for scalable cloud-based architectures. Implemented in .net.online book shopping: online book shoppingScopa: Carousel Team Scopa per WP7 XNA testtom03092012tfs01: testtom03092012tfs01UsingLib: A library of automatically removed utilities: 1.Changing cursor to hourglass in Windows Forms 2.Logging It's developed in C#WHMCS Library: WHMCS is an all-in-one client management, billing & support solution for online businesses. Handling everything from signup to termination, WHMCS is a powerful business automation tool that puts you firmly in control. The WHMCS Library is a .NET wrapper for the WHMCS API. Written entirely in C# but really easy to port over to VB.NET. Coming from a VB.NET background we tried hard to make sure porting would be simple for VB.NET community members. ZoneEditService: Windows service to update ZoneEdit for dynamic dns.

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  • Passing multiple simple POST Values to ASP.NET Web API

    - by Rick Strahl
    A few weeks backs I posted a blog post  about what does and doesn't work with ASP.NET Web API when it comes to POSTing data to a Web API controller. One of the features that doesn't work out of the box - somewhat unexpectedly -  is the ability to map POST form variables to simple parameters of a Web API method. For example imagine you have this form and you want to post this data to a Web API end point like this via AJAX: <form> Name: <input type="name" name="name" value="Rick" /> Value: <input type="value" name="value" value="12" /> Entered: <input type="entered" name="entered" value="12/01/2011" /> <input type="button" id="btnSend" value="Send" /> </form> <script type="text/javascript"> $("#btnSend").click( function() { $.post("samples/PostMultipleSimpleValues?action=kazam", $("form").serialize(), function (result) { alert(result); }); }); </script> or you might do this more explicitly by creating a simple client map and specifying the POST values directly by hand:$.post("samples/PostMultipleSimpleValues?action=kazam", { name: "Rick", value: 1, entered: "12/01/2012" }, $("form").serialize(), function (result) { alert(result); }); On the wire this generates a simple POST request with Url Encoded values in the content:POST /AspNetWebApi/samples/PostMultipleSimpleValues?action=kazam HTTP/1.1 Host: localhost User-Agent: Mozilla/5.0 (Windows NT 6.2; WOW64; rv:15.0) Gecko/20100101 Firefox/15.0.1 Accept: application/json Connection: keep-alive Content-Type: application/x-www-form-urlencoded; charset=UTF-8 X-Requested-With: XMLHttpRequest Referer: http://localhost/AspNetWebApi/FormPostTest.html Content-Length: 41 Pragma: no-cache Cache-Control: no-cachename=Rick&value=12&entered=12%2F10%2F2011 Seems simple enough, right? We are basically posting 3 form variables and 1 query string value to the server. Unfortunately Web API can't handle request out of the box. If I create a method like this:[HttpPost] public string PostMultipleSimpleValues(string name, int value, DateTime entered, string action = null) { return string.Format("Name: {0}, Value: {1}, Date: {2}, Action: {3}", name, value, entered, action); }You'll find that you get an HTTP 404 error and { "Message": "No HTTP resource was found that matches the request URI…"} Yes, it's possible to pass multiple POST parameters of course, but Web API expects you to use Model Binding for this - mapping the post parameters to a strongly typed .NET object, not to single parameters. Alternately you can also accept a FormDataCollection parameter on your API method to get a name value collection of all POSTed values. If you're using JSON only, using the dynamic JObject/JValue objects might also work. ModelBinding is fine in many use cases, but can quickly become overkill if you only need to pass a couple of simple parameters to many methods. Especially in applications with many, many AJAX callbacks the 'parameter mapping type' per method signature can lead to serious class pollution in a project very quickly. Simple POST variables are also commonly used in AJAX applications to pass data to the server, even in many complex public APIs. So this is not an uncommon use case, and - maybe more so a behavior that I would have expected Web API to support natively. The question "Why aren't my POST parameters mapping to Web API method parameters" is already a frequent one… So this is something that I think is fairly important, but unfortunately missing in the base Web API installation. Creating a Custom Parameter Binder Luckily Web API is greatly extensible and there's a way to create a custom Parameter Binding to provide this functionality! Although this solution took me a long while to find and then only with the help of some folks Microsoft (thanks Hong Mei!!!), it's not difficult to hook up in your own projects. It requires one small class and a GlobalConfiguration hookup. Web API parameter bindings allow you to intercept processing of individual parameters - they deal with mapping parameters to the signature as well as converting the parameters to the actual values that are returned. Here's the implementation of the SimplePostVariableParameterBinding class:public class SimplePostVariableParameterBinding : HttpParameterBinding { private const string MultipleBodyParameters = "MultipleBodyParameters"; public SimplePostVariableParameterBinding(HttpParameterDescriptor descriptor) : base(descriptor) { } /// <summary> /// Check for simple binding parameters in POST data. Bind POST /// data as well as query string data /// </summary> public override Task ExecuteBindingAsync(ModelMetadataProvider metadataProvider, HttpActionContext actionContext, CancellationToken cancellationToken) { // Body can only be read once, so read and cache it NameValueCollection col = TryReadBody(actionContext.Request); string stringValue = null; if (col != null) stringValue = col[Descriptor.ParameterName]; // try reading query string if we have no POST/PUT match if (stringValue == null) { var query = actionContext.Request.GetQueryNameValuePairs(); if (query != null) { var matches = query.Where(kv => kv.Key.ToLower() == Descriptor.ParameterName.ToLower()); if (matches.Count() > 0) stringValue = matches.First().Value; } } object value = StringToType(stringValue); // Set the binding result here SetValue(actionContext, value); // now, we can return a completed task with no result TaskCompletionSource<AsyncVoid> tcs = new TaskCompletionSource<AsyncVoid>(); tcs.SetResult(default(AsyncVoid)); return tcs.Task; } private object StringToType(string stringValue) { object value = null; if (stringValue == null) value = null; else if (Descriptor.ParameterType == typeof(string)) value = stringValue; else if (Descriptor.ParameterType == typeof(int)) value = int.Parse(stringValue, CultureInfo.CurrentCulture); else if (Descriptor.ParameterType == typeof(Int32)) value = Int32.Parse(stringValue, CultureInfo.CurrentCulture); else if (Descriptor.ParameterType == typeof(Int64)) value = Int64.Parse(stringValue, CultureInfo.CurrentCulture); else if (Descriptor.ParameterType == typeof(decimal)) value = decimal.Parse(stringValue, CultureInfo.CurrentCulture); else if (Descriptor.ParameterType == typeof(double)) value = double.Parse(stringValue, CultureInfo.CurrentCulture); else if (Descriptor.ParameterType == typeof(DateTime)) value = DateTime.Parse(stringValue, CultureInfo.CurrentCulture); else if (Descriptor.ParameterType == typeof(bool)) { value = false; if (stringValue == "true" || stringValue == "on" || stringValue == "1") value = true; } else value = stringValue; return value; } /// <summary> /// Read and cache the request body /// </summary> /// <param name="request"></param> /// <returns></returns> private NameValueCollection TryReadBody(HttpRequestMessage request) { object result = null; // try to read out of cache first if (!request.Properties.TryGetValue(MultipleBodyParameters, out result)) { // parsing the string like firstname=Hongmei&lastname=Ge result = request.Content.ReadAsFormDataAsync().Result; request.Properties.Add(MultipleBodyParameters, result); } return result as NameValueCollection; } private struct AsyncVoid { } }   The ExecuteBindingAsync method is fired for each parameter that is mapped and sent for conversion. This custom binding is fired only if the incoming parameter is a simple type (that gets defined later when I hook up the binding), so this binding never fires on complex types or if the first type is not a simple type. For the first parameter of a request the Binding first reads the request body into a NameValueCollection and caches that in the request.Properties collection. The request body can only be read once, so the first parameter request reads it and then caches it. Subsequent parameters then use the cached POST value collection. Once the form collection is available the value of the parameter is read, and the value is translated into the target type requested by the Descriptor. SetValue writes out the value to be mapped. Once you have the ParameterBinding in place, the binding has to be assigned. This is done along with all other Web API configuration tasks at application startup in global.asax's Application_Start:GlobalConfiguration.Configuration.ParameterBindingRules .Insert(0, (HttpParameterDescriptor descriptor) => { var supportedMethods = descriptor.ActionDescriptor.SupportedHttpMethods; // Only apply this binder on POST and PUT operations if (supportedMethods.Contains(HttpMethod.Post) || supportedMethods.Contains(HttpMethod.Put)) { var supportedTypes = new Type[] { typeof(string), typeof(int), typeof(decimal), typeof(double), typeof(bool), typeof(DateTime) }; if (supportedTypes.Where(typ => typ == descriptor.ParameterType).Count() > 0) return new SimplePostVariableParameterBinding(descriptor); } // let the default bindings do their work return null; });   The ParameterBindingRules.Insert method takes a delegate that checks which type of requests it should handle. The logic here checks whether the request is POST or PUT and whether the parameter type is a simple type that is supported. Web API calls this delegate once for each method signature it tries to map and the delegate returns null to indicate it's not handling this parameter, or it returns a new parameter binding instance - in this case the SimplePostVariableParameterBinding. Once the parameter binding and this hook up code is in place, you can now pass simple POST values to methods with simple parameters. The examples I showed above should now work in addition to the standard bindings. Summary Clearly this is not easy to discover. I spent quite a bit of time digging through the Web API source trying to figure this out on my own without much luck. It took Hong Mei at Micrsoft to provide a base example as I asked around so I can't take credit for this solution :-). But once you know where to look, Web API is brilliantly extensible to make it relatively easy to customize the parameter behavior. I'm very stoked that this got resolved  - in the last two months I've had two customers with projects that decided not to use Web API in AJAX heavy SPA applications because this POST variable mapping wasn't available. This might actually change their mind to still switch back and take advantage of the many great features in Web API. I too frequently use plain POST variables for communicating with server AJAX handlers and while I could have worked around this (with untyped JObject or the Form collection mostly), having proper POST to parameter mapping makes things much easier. I said this in my last post on POST data and say it again here: I think POST to method parameter mapping should have been shipped in the box with Web API, because without knowing about this limitation the expectation is that simple POST variables map to parameters just like query string values do. I hope Microsoft considers including this type of functionality natively in the next version of Web API natively or at least as a built-in HttpParameterBinding that can be just added. This is especially true, since this binding doesn't affect existing bindings. Resources SimplePostVariableParameterBinding Source on GitHub Global.asax hookup source Mapping URL Encoded Post Values in  ASP.NET Web API© Rick Strahl, West Wind Technologies, 2005-2012Posted in Web Api  AJAX   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • CodePlex Daily Summary for Wednesday, January 12, 2011

    CodePlex Daily Summary for Wednesday, January 12, 2011Popular ReleasesGoogle URL Shortener API for .NET: Google URL Shortener API v1: According follow specification: http://code.google.com/apis/urlshortener/v1/reference.htmljGestures: a jQuery plugin for gesture events: 0.81: added event substitution for IE updated index.htmlStyleCop for ReSharper: StyleCop for ReSharper 5.1.14986.000: A considerable amount of work has gone into this release: Features: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the ...SQL Monitor - tracking sql server activities: SQL Monitor 3.1 beta 1: 1. support alert message template 2. dynamic toolbar commands depending on functionality 3. fixed some bugs 4. refactored part of the code, now more stable and more clean upFacebook C# SDK: 4.2.1: - Authentication bug fixes - Updated Json.Net to version 4.0.0 - BREAKING CHANGE: Removed cookieSupport config setting, now automatic. This download is also availible on NuGet: Facebook FacebookWeb FacebookWebMvcUmbraco CMS: Umbraco 4.6: The Umbraco 4.6 (codename JUNO) release contains many new features focusing on an improved installation experience, a number of robust developer features, and contains nearly 200 bug fixes since the 4.5.2 release. Improved installer experience Updated Starter Kits (Simple, Blog, Personal, Business) Beautiful, free, customizable skins included Skinning engine and Skin customization (see Skinning Documentation Kit) Default dashboards on install with hide option Updated Login timeout ...ArcGIS Editor for OpenStreetMap: ArcGIS Editor for OpenStreetMap 1.1 beta2: This is the beta2 release for the ArcGIS Editor for OpenStreetMap version 1.1. Changes from version 1.0: Multi-part geometries are now supported. Homogeneous relations (consisting of only lines or only polygons) are converted into the appropriate multi-part geometry. Mixed relations and super relations are maintained and tracked in a stand-alone relation table. The underlying editing logic has changed. As opposed to tracking the editing changes upon "Save edit" or "Stop edit" the changes a...Hawkeye - The .Net Runtime Object Editor: Hawkeye 1.2.5: In the case you are running an x86 Windows and you installed Release 1.2.4, you should consider upgrading to this release (1.2.5) as it appears Hawkeye is broken on x86 OS. I apologize for the inconvenience, but it appears Hawkeye 1.2.4 (and probably previous versions) doesn't run on x86 Windows (See issue http://hawkeye.codeplex.com/workitem/7791). This maintenance release fixes this broken behavior. This release comes in two flavors: Hawkeye.125.N2 is the standard .NET 2 build, was compile...Phalanger - The PHP Language Compiler for the .NET Framework: 2.0 (January 2011): Another release build for daily use; it contains many new features, enhanced compatibility with latest PHP opensource applications and several issue fixes. To improve the performance of your application using MySQL, please use Managed MySQL Extension for Phalanger. Changes made within this release include following: New features available only in Phalanger. Full support of Multi-Script-Assemblies was implemented; you can build your application into several DLLs now. Deploy them separately t...EnhSim: EnhSim 2.3.0: 2.3.0This release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Changed how flame shoc...AutoLoL: AutoLoL v1.5.3: A message will be displayed when there's an update available Shows a list of recent mastery files in the Editor Tab (requested by quite a few people) Updater: Update information is now scrollable Added a buton to launch AutoLoL after updating is finished Updated the UI to match that of AutoLoL Fix: Detects and resolves 'Read Only' state on Version.xmlTweetSharp: TweetSharp v2.0.0.0 - Preview 7: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 7 ChangesFixes the regression issue in OAuth from Preview 6 Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Third Party Library VersionsHammock v1.0.6: http://hammock.codeplex.com Json.NET 3.5 Release 8: http://json.codeplex.comExtended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...sNPCedit: sNPCedit v0.9d: added elementclient coordinate catcher to catch coordinates select a target (ingame) i.e. your char, npc or monster than click the button and coordinates+direction will be transfered to the selected row in the table corrected labels from Rot to Direction (because it is a vector)Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance.UltimateJB: Ultimate JB 2.03 PL3 KAKAROTO + HERMES + Spoof 3.5: Voici une version attendu avec impatience pour beaucoup : - La version PL3 KAKAROTO intégre ses dernières modification et intégre maintenant le firmware 2.43 !!! Conclusion : - UltimateJB203PSXXXDEFAULTKAKAROTO=> Pas de spoof mais disponible pour les PS3 suivantes : 3.41_kiosk 3.41 3.40 3.30 3.21 3.15 3.10 3.01 2.76 2.70 2.60 2.53 2.43 - UltimateJB203PS341_HERMES => Pas de spoof mais version hermes 4b - UltimateJB203PS341HERMESSPOOF35X => hermes 4b + spoof des firmwares 3.50 et 3.55 au li....NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...EFMVC - ASP.NET MVC 3 and EF Code First: EFMVC 0.5- ASP.NET MVC 3 and EF Code First: Demo web app ASP.NET MVC 3, Razor and EF Code FirstVidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch...New ProjectsASP.NET MVC Scaffolding: Scaffolding package for ASP.NETAstor: OData Explorer: OData ExplorerBasic Users Community: A simple user community with threads and posts.Bukkit Server Manager: BSM makes server managing easy we have multiple type and database support including: MySql, SQLite types: VPS, Dedicated, Home PCCh4CP: Chamber 4 control programDotNetNuke Telerik Library: A set of Telerik wrappers for DotNetNuke module developers to utilize which aren't yet included as of 5.6.1. Eventually this will be offloaded to the core. Enjoy Life: our fypFolderSizeChecker: It suppose to check the size of big folders in specific partition and help user to find the most disk usage location. (It's simple project so please don't expect big and complex algorithms)HomeTeamOnline: This is project of HomeTeamOnlineICSWorld: This is project of ICSWorldIMAP Client for .NET 4.0 using LumiSoft: Develop an IMAP client using this sample project based on the LumiSoft .NET open source project. This project compiles in .NET 4.0 and demonstrates how to pull email using IMAP. The purpose of the project is for email auto processing.MUIExt (Multilingual User Interface Extender): MUIExt makes it easier for SharePoint 2010 users to create multilingual sites. You'll no longer have to live with the MUI limitations or have to manage variations. It's developed in csharp.Phoenix Service Bus: The goal of this pServiceBus is to provide an API and Service Components that would make implementing an ESB Infrastructure in your environment. It's developed in C#, and also have API written for Javascript Clients PhotoSnapper: Home project just to rename photos or .mov files in a folder starting from from a user defined number.redditfier: A windows application to notify redditors with new posts.SharePoint Field Updater: Automatically update sub fields according to a lookup field. For example: Updating field "Contact" will automatically put "Contact Email" and "Address" in the appropriate text fields.TXLCMS: emptyUmbraco Spark engine: Spark macro engine for UmbracoUrdu Translation: Urdu Translation Project WFTestDesign: BizUnit WF is based on BizUnit solution that allows user to define a test using WorkFlow UI, custom activities designed in this extension and general Workflow activities.It's enable also to use breakpoint in test. It's developed in C#.WPF Date Range Slider: A WPF Date Range Slider user control written with C# to allow your users to choose a range of dates using a double thumbed slider control.WPMind Framework for WP7: This project is used to provide some Windows Phone 7 controls for Windows Phone 7 Silverlight developer. Please join us if you are interested in this project.

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