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  • Hijacking ASP.NET Sessions

    - by Ricardo Peres
    So, you want to be able to access other user’s session state from the session id, right? Well, I don’t know if you should, but you definitely can do that! Here is an extension method for that purpose. It uses a bit of reflection, which means, it may not work with future versions of .NET (I tested it with .NET 4.0/4.5). 1: public static class HttpApplicationExtensions 2: { 3: private static readonly FieldInfo storeField = typeof(SessionStateModule).GetField("_store", BindingFlags.NonPublic | BindingFlags.Instance); 4:  5: public static ISessionStateItemCollection GetSessionById(this HttpApplication app, String sessionId) 6: { 7: var module = app.Modules["Session"] as SessionStateModule; 8:  9: if (module == null) 10: { 11: return (null); 12: } 13:  14: var provider = storeField.GetValue(module) as SessionStateStoreProviderBase; 15:  16: if (provider == null) 17: { 18: return (null); 19: } 20:  21: Boolean locked; 22: TimeSpan lockAge; 23: Object lockId; 24: SessionStateActions actions; 25:  26: var data = provider.GetItem(HttpContext.Current, sessionId.Trim(), out locked, out lockAge, out lockId, out actions); 27:  28: if (data == null) 29: { 30: return (null); 31: } 32:  33: return (data.Items); 34: } 35: } As you can see, it extends the HttpApplication class, that is because we need to access the modules collection, for the Session module. Use with care!

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  • What are some practical uses of the "new" modifier in C# with respect to hiding?

    - by Joel Etherton
    A co-worker and I were looking at the behavior of the new keyword in C# as it applies to the concept of hiding. From the documentation: Use the new modifier to explicitly hide a member inherited from a base class. To hide an inherited member, declare it in the derived class using the same name, and modify it with the new modifier. We've read the documentation, and we understand what it basically does and how it does it. What we couldn't really get a handle on is why you would need to do it in the first place. The modifier has been there since 2003, and we've both been working with .Net for longer than that and it's never come up. When would this behavior be necessary in a practical sense (e.g.: as applied to a business case)? Is this a feature that has outlived its usefulness or is what it does simply uncommon enough in what we do (specifically we do web forms and MVC applications and some small factor WinForms and WPF)? In trying this keyword out and playing with it we found some behaviors that it allows that seem a little hazardous if misused. This sounds a little open-ended, but we're looking for a specific use case that can be applied to a business application that finds this particular tool useful.

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  • What to do when TDD tests reveal new functionality that is needed that also needs tests?

    - by Joshua Harris
    What do you do when you are writing a test and you get to the point where you need to make the test pass and you realize that you need an additional piece of functionality that should be separated into its own function? That new function needs to be tested as well, but the TDD cycle says to Make a test fail, make it pass then refactor. If I am on the step where I am trying to make my test pass I'm not supposed to go off and start another failing test to test the new functionality that I need to implement. For example, I am writing a point class that has a function WillCollideWith(LineSegment): public class Point { // Point data and constructor ... public bool CollidesWithLine(LineSegment lineSegment) { Vector PointEndOfMovement = new Vector(Position.X + Velocity.X, Position.Y + Velocity.Y); LineSegment pointPath = new LineSegment(Position, PointEndOfMovement); if (lineSegment.Intersects(pointPath)) return true; return false; } } I was writing a test for CollidesWithLine when I realized that I would need a LineSegment.Intersects(LineSegment) function. But, should I just stop what I am doing on my test cycle to go create this new functionality? That seems to break the "Red, Green, Refactor" principle. Should I just write the code that detects that lineSegments Intersect inside of the CollidesWithLine function and refactor it after it is working? That would work in this case since I can access the data from LineSegment, but what about in cases where that kind of data is private?

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  • Implementing a ILogger interface to log data

    - by Jon
    I have a need to write data to file in one of my classes. Obviously I will pass an interface into my class to decouple it. I was thinking this interface will be used for testing and also in other projects. This is my interface: //This could be used by filesystem, webservice public interface ILogger { List<string> PreviousLogRecords {get;set;} void Log(string Data); } public interface IFileLogger : ILogger { string FilePath; bool ValidFileName; } public class MyClassUnderTest { public MyClassUnderTest(IFileLogger logger) {....} } [Test] public void TestLogger() { var mock = new Mock<IFileLogger>(); mock.Setup(x => x.Log(Is.Any<string>).AddsDataToList()); //Is this possible?? var myClass = new MyClassUnderTest(mock.Object); myClass.DoSomethingThatWillSplitThisAndLog3Times("1,2,3"); Assert.AreEqual(3,mock.PreviousLogRecords.Count); } This won't work I don't believe as nothing is storing the items so is this possible using Moq and also what do you think of the design of the interface?

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Do you tend to write your own name or your company name in your code?

    - by Connell Watkins
    I've been working on various projects at home and at work, and over the years I've developed two main APIs that I use in almost all AJAX based websites. I've compiled both of these into DLLs and called the namespaces Connell.Database and Connell.Json. My boss recently saw these namespaces in a software documentation for a project for the company and said I shouldn't be using my own name in the code. (But it's my code!) One thing to bear in mind is that we're not a software company. We're an IT support company, and I'm the only full-time software developer here, so there's not really any procedures on how we should write software in the company. Another thing to bear in mind is that I do intend on one day releasing these DLLs as open-source projects. How do other developers group their namespaces within their company? Does anyone use the same class libraries in personal and in work projects? Also does this work the other way round? If I write a class library entirely at work, who owns that code? If I've seen the library through from start to finish, designed it and programmed it. Can I use that for another project at home? Thanks, Update I've spoken to my boss about this issue and he agrees that they're my objects and he's fine for me to open-source them. Before this conversation I started changing the objects anyway, which was actually quite productive and the code now suits this specific project more-so than it did previously. But thank you to everyone involved for a very interesting debate. I hope all this text isn't wasted and someone learns from it. I certainly did. Cheers,

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  • Html 5 clock, part ii - CSS marker classes and getElementsByClassName

    - by Norgean
    The clock I made in part i displays the time in "long" - "It's a quarter to ten" (but in Norwegian). To save space, some letters are shared, "sevenineight" is four letters shorter than "seven nine eight". We only want to highlight the "correct" parts of this, for example "sevenineight". When I started programming the clock, each letter had its own unique ID, and my script would "get" each element individually, and highlight / hide each element according to some obscure logic. I quickly realized, despite being in a post surgery haze, …this is a stupid way to do it. And, to paraphrase NPH, if you find yourself doing something stupid, stop, and be awesome instead. We want an easy way to get all the items we want to highlight. Perhaps we can use the new getElementsByClassName function? Try to mark each element with a classname or two. So in "sevenineight": 's' is marked as 'h7', and the first 'n' is marked with both 'h7' and 'h9' (h for hour). <div class='h7 h9'>N</div><div class='h9'>I</div> getElementsByClassName('h9') will return the four letters of "nine". Notice that these classes are not backed by any CSS, they only appear directly in html (and are used in javascript). I have not seen classes used this way elsewhere, and have chosen to call them "marker classes" - similar to marker interfaces - until somebody comes up with a better name.

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  • How to manage Areas/Levels in an RPG?

    - by Hexlan
    I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My concern is that as the game grows the number of class files will become unmanageable with all the towns, houses, shops, dungeons, etc. that I need to keep track of. I would also prefer to separate my levels from the source code because non-programmer members of the team will be creating levels, and I would like the engine to be as free from game specific code as possible. I'm thinking of creating a class that provides all the functions that will be the same between all the levels/areas with a unique member variable that can be used to look up level specifics from data. This way I only need to define level/area once in the code, but can create multiple instances each with its own unique aspects provided by data. Is this a good way to go about solving the issue? Is there a better way to handle a growing number of levels?

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  • Android - Efficient way to draw tiles in OpenGL ES

    - by Maecky
    Hi, I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to do this: public class VertexQuad { private float[] mCoordArr; private float[] mColArr; private float[] mTexCoordArr; private int mTextureName; private static short mCounter = 0; private short mIndex; As you can see, each tile has it's x,y location, a color array, texture coordinates and a texture name. Now, I want to render all my created tiles. To reduce the openGL api calls (I read somewhere that the state changes are costly and therefore I want to keep them to a minimum), I first want to hand ALL the coordinate-arrays, color-arrays and texture-coordinates over to OpenGL. After that I run two for loops. The first one iterates over the textures and binds the texture. The second for loop iterates over all Tiles and puts all tiles with the corresponding texture into an IndexBuffer. After the second for loop has finished, I call gl.gl_drawElements() whith the corresponding index buffer, to draw all tiles with the texture associated. For the next texture I do the same again. Now I run into some problems: Allocating and filling the FloatBuffers at the start of each rendering cycle costs very much time. I just run a test, where i wanted to put 400 coordinates into a FloatBuffer which took me about 200ms. My questions now are: Is there a better way, handling the coordinate and color structures? How is this correctly done, this is obviously not the optimal way? ;) thanks in advance, regards Markus

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Android From Local DB (DAO) to Server sync (JSON) - Design issue

    - by Taiko
    I sync data between my local DB and a Server. I'm looking for the cleanest way to modelise all of this. I have a com.something.db package That contains a Data Helper and couple of DAO classes that represents objects stored in the db (I didn't write that part) com.something.db --public DataHelper --public Employee @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary etc... (all in all 50 fields) I have a com.something.sync package That contains all the implementation detail on how to send data to the server. It boils down to a ConnectionManager that is fed by different classes that implements a 'Request' interface com.something.sync --public interface ConnectionManager --package ConnectionManagerImpl --public interface Request --package LoginRequest --package GetEmployeesRequest My issue is, at some point in the sync process, I have to JSONise and de-JSONise my data (E.g. the Employee class). But I really don't feel like having the same Employee class be responsible for both his JSONisation and his actual representation inside the local database. It really doesn't feel right, because I carefully decoupled the rest, I am only stuck on this JSON thing. What should I do ? Should I write 3 Employee classes ? EmployeeDB @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary -etc... 50 fields EmployeeInterface -getName -getSalary -etc... 50 fields EmployeeJSON -JSON_KEY_NAME = "name" The JSON key happens to be the same as the table name, but it isn't requirement -name -JSON_KEY_SALARY = "salary" -salary -etc... 50 fields It feels like a lot of duplicates. Is there a common pattern I can use there ?

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  • Where I'll Be At JavaOne 2012

    - by Geertjan
    Fun and games for me at JavaOne 2012. Below are the sessions/BOFs/tutorials I'll be attending. The items in red are the sessions and BOFs where I'll be speaking, either as the main/only speaker or as a supporting speaker in someone else's presentation, while the other items (except for the NetBeans booth duties and mini presentations, which are included below) are items I'm interested in and so will be sitting in the audience: Sunday: NetBeans Day Monday: 10:00 - 12:00 TUT4801: Make Your Clients Richer: JavaFX and the NetBeans Platform 12:20 - 12:30 Mini Presentation in OTN Lounge: What's New in NetBeans IDE? 13:00 - 14:00 CON7050: How My Life Would Have Been So Much Better If We Had Used the NetBeans Platform 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans and Java EE 15:00 - 16:00 CON4038: Project EASEL: Developing and Managing HTML5 in a Java World 16:30 - 17:15 BOF6151: NetBeans.Next: The Roadmap Ahead 17:30 - 18:15 BOF3332: Lessons Learned in Writing a PDF-to-JavaFX Converter for NetBeans 18:30 - 19:15 BOF4920: Runtime Class Reloading for Dummies Tuesday: 9:30 - 11:30 NetBeans Booth 11:30 - 12:30 CON6139: Lessons Learned in Building Enterprise and Desktop Applications with the NetBeans IDE 13:00 - 14:00 CON4387: Bringing Mylyn to NetBeans and OSGi, Bridging Their Worlds 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans Java Editor 15:30 - 17:30 NetBeans Booth 17:30 - 18:15 BOF3665: Custom Static Code Analysis 18:30 - 19:15 BOF5806: Doing JSF Development in the NetBeans IDE  Wednesday: 8:30 - 9:30 CON5132: NetBeans Plug-in Development: JRebel Experience Report 10:00 - 11:00 CON2987: Unlocking the Java EE 6 Platform 11:30 - 12:30 CON10140: Delivering Bug-Free, More Efficient Code for the Java Platform 13:00 - 14:00 CON3826: Patterns for Modularity: What Modules Don’t Want You to Know 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans Platform 15:00 - 16:00 CON3160: Dynamic Class Reloading in the Wild with Javeleon Thursday: 12:30 - 13:30 CON4952: NetBeans Platform Panel Discussion 14:00 - 15:00 CON11879: Getting Started with the NetBeans Platform There are several sessions/BOFs I would have liked to be able to attend, but because of clashes with other sessions that I need to see slightly more urgently, I won't be able to attend those, unfortunately. Will be a busy but interesting time, as always! The entire list of NetBeans-oriented sessions can be found here: http://netbeans.org/community/articles/javaone/2012/index.html

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  • How to right align the search box [closed]

    - by Hai Vu
    I am a newbie in HTML, CSS. I am working on a simple web app using CherryPy and ran into the following problem. The page I serve has a h1 title and a form for search box. I would like to lay them out on the same line with the h1 left aligned and the form right align, like this: My H1 Title here [ ] Search But instead, I got them in two separate lines: My H1 Title here [ ] Search My HTML code: <span class="header"> <h1>${pagetitle}</h1> </span> <span class="searchbox"> <form> <input type="text" name="searchterm"> <input type="submit" value="Search"> </form> </span> My CSS: span.header { text-align: left; } span.searchbox { text-align: right; } I have tried to work around using table, but was told to use span to do the right thing. I appreciate your help to set it right.

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  • Parse text file on click - and then display

    - by John R
    I am thinking of a methodology for rapid retrieval of code snippets. I imagine an HTML table with a setup like this: one two ... ten one oneTwo() oneTen() two twoOne() twoTen() ... ten tenOne() tenTwo() When a user clicks a function in this HTML table, a snippet of code is shown in another div tag or perhaps a popup window (I'm open to different solutions). I want to maintain only one PHP file named utitlities.php that contains a class called 'util'. This file & class will hold all the functions referenced in the above table (it is also used on various projects and is functional code). A key idea is that I do not want to update the HTML documentation everytime I write/update a new function in utilities.php. I should be able to click a function in the table and have PHP open the utilities file, parse out the apropriate function and display it in an HTML window. Questions: 1) I will be coding this in PHP and JavaScript but am wondering if similar scripts are available (for all or part) so I don't reinvent the wheel. 2) Quick & easy Ajax suggestions appreciated too (probably will use jquery, but am rusty). 3) Methodology for parsing out the functions from the utilities.php file (I'm not to good with regex).

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  • keyPressed is not working after adding ActionListener to JButton

    - by Yehonatan
    I have a serious problem while trying to build a menu for my game. I've added two JButton to a main JPanel and added an ActionListener for each of them. The main JPanel also contains the game JPanel which have the keyPressed method inside keyController. That's how it looks - Main -       JPanel -         JButton, JButton,         JPanel which contains the game and keyPressed function inside KeyController class which worked fine before I added the ActionListener for JButton. For some reason after I added an ActionListener for each of the button, the game JPanel is not getting any keyPreseed events nor KeyRealesed. Does anyone know the solution for my situation? Thank you very much! Main window - Scanner in = new Scanner(System.in); JFrame f = new JFrame("Square V.S Circles"); f.setUndecorated(true); f.setResizable(false); f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); f.add(new JPanelHandler()); f.pack(); f.setVisible(true); f.setLocationRelativeTo(null); JPanelHandler(main JPanel) - super.setFocusable(true); JButton mybutton = new JButton("Quit"); JButton sayhi = new JButton("Say hi"); sayhi.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.out.println("Hi"); } }); mybutton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.exit(0); } }); add(mybutton); add(sayhi); add(new Board(2)); Board KeyController(The code inside is working so it's unnecessary to put it here) - private class KeyController extends KeyAdapter { public KeyController() { ..Code } @Override public void keyPressed(KeyEvent e) { ...Code } @Override public void keyReleased(KeyEvent e){ ...Code } }

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  • Service layer coupling

    - by Justin
    I am working on writing a service layer for an order system in php. It's the typical scenario, you have an Order that can have multiple Line Items. So lets say a request is received to store a line item with pictures and comments. I might receive a json request such as { 'type': 'Bike', 'color': 'Red', 'commentIds': [3193,3194] 'attachmentIds': [123,413] } My idea was to have a Service_LineItem_Bike class that knows how to take the json data and store an entity for a bike. My question is, the Service_LineItem class now needs to fetch comments and file attachments, and store the relationships. Service_LineItem seems like it should interact with a Service_Comment and a Service_FileUpload. Should instances of these two other services be instantiated and passed to the Service_LineItem constructor,or set by getters and setters? Dependency injection seems like the right solution, allowing a service access to a 'service fetching helper' seems wrong, and this should stay at the application level. I am using Doctrine 2 as a ORM, and I can technically write a dql query inside Service_LineItem to fetch the comments and file uploads necessary for the association, but this seems like it would have a tighter coupling, rather then leaving this up to the right service object.

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  • Any algorithm to dedicate a set of known resources to a set of known requirements (scheduling)

    - by Saeed Neamati
    I'm developing an application to help school principals in dedicating teachers to classes and courses over the hours of a week (scheduling). The scenario is roughly something like this: User enters the list of teachers and their free times into the system User enters the list of courses for this semester User enters the list of available classes into the system Well, up to here, there is no big deal. Just simple CRUD operations and nothing extraordinary. However, now what makes this system useful is that the application should automatically and based on an algorithm create the semester scheduling. I think you've got the main idea here. For example application should suggest that teacher A should go to class 1 for mathematics, and at the same time teacher B should go to class 2 for physics. This way all of the classes would be dedicated to lessons and teacher times won't overlap each other. Piece a cake for school principal. However, I can't find a good algorithm for this resource dedication. I mean it seems hard to me. Searching Google resulted in articles from different websites, but they are of no help and use to me. For example: http://en.wikipedia.org/wiki/Resource_allocation or http://en.wikipedia.org/wiki/Scheduling_(production_processes) Is there any algorithm out there, or any application or engine which can help me here? Does this requirements have a known name, like for example time scheduling engine? Any help would be appreciated.

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  • Embedded Nashorn in JEditorPane

    - by Geertjan
    Here's a prototype for some kind of backoffice content management system. Several interesting goodies are included, such as an embedded JavaScript editor, as can be seen in the screenshot: Key items of interest in the above are as follows: Embedded JavaScript editor (i.e., the latest and greatest Nashorn technology, look it up, if you're not aware of what that is.) The way that's done is to include the relevant JavaScript modules in your NetBeans Platform application. Make very sure to include "Lexer to NetBeans Bridge", which does a bunch of critical stuff under the hood. The JEditorPane is defined as follows, along the lines that I blogged about recently thanks to Steven Yi: javaScriptPane.setContentType("text/javascript"); EditorKit kit = CloneableEditorSupport.getEditorKit("text/javascript"); javaScriptPane.setEditorKit(kit); javaScriptPane.getDocument().putProperty("mimeType", "text/javascript"); Note that "javaScriptPane" above is simply a JEditorPane. Timon Veenstra's excellent solution for integrating Nodes with MultiViewElements, which is described here by Timon, and nowhere else in the world. The tab you see above is within a pluggable container, so anyone else could create a new module and register their own MultiViewElement such that it will be incorporated into the editor. A small trick to ensure that only one window opens per news item: @NbBundle.Messages("OpenNews=Open") private class OpenNewsAction extends AbstractAction { public OpenNewsAction() { super(Bundle.OpenNews()); } @Override public void actionPerformed(ActionEvent e) { News news = getLookup().lookup(News.class); Mode editorMode = WindowManager.getDefault().findMode("editor"); for (TopComponent tc : WindowManager.getDefault().getOpenedTopComponents(editorMode)) { if (tc.getDisplayName().equals(news.getTitle())) { tc.requestActive(); return; } } TopComponent tc = MultiViews.createMultiView("application/x-newsnode", NewsNode.this); tc.open(); tc.requestActive(); } } The rest of what you see above is all standard NetBeans Platform stuff. The sources of everything you see above is here: http://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.3/misc/CMSBackOffice

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  • Should we test all our methods?

    - by Zenzen
    So today I had a talk with my teammate about unit testing. The whole thing started when he asked me "hey, where are the tests for that class, I see only one?". The whole class was a manager (or a service if you prefer to call it like that) and almost all the methods were simply delegating stuff to a DAO so it was similar to: SomeClass getSomething(parameters) { return myDao.findSomethingBySomething(parameters); } A kind of boilerplate with no logic (or at least I do not consider such simple delegation as logic) but a useful boilerplate in most cases (layer separation etc.). And we had a rather lengthy discussion whether or not I should unit test it (I think that it is worth mentioning that I did fully unit test the DAO). His main arguments being that it was not TDD (obviously) and that someone might want to see the test to check what this method does (I do not know how it could be more obvious) or that in the future someone might want to change the implementation and add new (or more like "any") logic to it (in which case I guess someone should simply test that logic). This made me think, though. Should we strive for the highest test coverage %? Or is it simply an art for art's sake then? I simply do not see any reason behind testing things like: getters and setters (unless they actually have some logic in them) "boilerplate" code Obviously a test for such a method (with mocks) would take me less than a minute but I guess that is still time wasted and a millisecond longer for every CI. Are there any rational/not "flammable" reasons to why one should test every single (or as many as he can) line of code?

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  • Parse text file on click and display

    - by John R
    I am thinking of a methodology for rapid retrieval of code snippets. I imagine an HTML table with a setup like this: one two ... ten one oneTwo() oneTen() two twoOne() twoTen() ... ten tenOne() tenTwo() When a user clicks a function in this HTML table, a snippet of code is shown in another div tag or perhaps a popup window (I'm open to different solutions). I want to maintain only one PHP file named utitlities.php that contains a class called 'util'. This file & class will hold all the functions referenced in the above table (it is also used on various projects and is functional code). A key idea is that I do not want to update the HTML documentation everytime I write/update a new function in utilities.php. I should be able to click a function in the table and have PHP open the utilities file, parse out the apropriate function and display it in an HTML window. Questions: 1) I will be coding this in PHP and JavaScript but am wondering if similar scripts are available (for all or part) so I don't reinvent the wheel. 2) Quick & easy Ajax suggestions appreciated too (probably will use jquery, but am rusty). 3) Methodology for parsing out the functions from the utilities.php file (I'm not to good with regex).

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  • Is there a precedent for the license on a compiler restricting the kind of development you can use it for?

    - by Jim McKeeth
    It was recently let slip that the new EULA for Delphi XE3 will prohibit Client Server development with the Professional edition without the additional purchase of a Client Server license pack. This is not to say the Professional version will lack the features, but the license will specifically prohibit the developer from using the compiler for a specific class of development, even with 3rd party or home grown solutions. So my question is if there is a precedent of a compiler or similar creative tool prohibiting the class of work you can use it for. Specifically a commercially licensed "professional" tool like Delphi XE3. Also, would such a restriction be legally enforceable? I know there have been educational edition or starter edition tools in the past that have restricted their use for commercial purposes, but those were not sold as "professional" tools. Also I know that a lot of computing software and equipment will have a disclaimer that it is not for use in "life support equipment" or "nuclear power" but that is more of avoiding liability than prohibiting activity. Seems like I recall Microsoft putting a restriction in FrontPage that you couldn't use it to create a web site that reflected poorly on Microsoft, but they pulled that restriction before it could be tested legally.

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  • Ubiquitous Language and Custom types

    - by EdvRusj
    Note that my question is referring to those attributes that even on their own already represent a concept ( ie on their own provide a cohesive meaning ). Thus such attribute needs no additional functional support and as such is self-contained. I'm also well-aware that even with self-contained attributes the custom types may prove beneficial ( for example, they give the ability to add new behavior later, when business requirements change ). Thus, my question focuses only on whether custom types for self-contained attributes really enrich Ubiquitous Language UL a) I've read that in most cases, even simple, self-contained attributes should have custom, more descriptive types rather than basic value types ( double, string ... ), because among other things, descriptive types add to the UL, while the use of basic types instead weakens the language. I understand the importance of UL, but how does having a basic type for a self-contained attribute weaken the language, since with self-contained attributes the name of the attribute already adequately describes the concept and thus contributes to the UL vocabulary? For example, the term person_age already adequately explains the concept of quantifying the number of years a person has: class Person { string person_age; } so what could we possibly gain by also introducing the term ThingAge to the UL: class person { ThingAge person_age; } thanks

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  • Facebook Payments & Credits vs. Real-World & Charities

    - by Adam Tannon
    I am having a difficult time understanding Facebook's internal "e-commerce microcosm" and what it allows Facebook App developers to do (and what it restricts them from doing). Two use cases: I'm an e-com retailer selling clothes and coffee mugs (real-world goods) on my website; I want to write a Facebook App that allows Facebook users to buy my real-world goods from inside of Facebook using real money ($ USD) I'm highschool student trying to raise money for my senior class trip and want to build a Facebook App that allows Facebook users to donate to our class using real money ($ USD) Are these two scenarios possible? If not, why (what Facebook policies prohibit me from doing so)? If so, what APIs do I use: Payments or Credits? And how (specifically) would it work? Do Facebook Users have to first buy "credits" (which are mapped to $ USD values under the hood) and pay/donate with credits, or can they whip out their credit card and pay/donate right through my Facebook App? I think that last question really summarizes my confusion: can Facebook users enter their credit card info directly into Facebook Apps, or do you have to go through Payments/Credits APIs as a "middleman"?

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  • Persisting simple tree with (Fluent-)NHibernate leads to System.InvalidCastException

    - by fudge
    Hi there, there seems to be a problem with recursive data structures and (Fluent-)NHibernate or its just me, being a complete moron... here's the tree: public class SimpleNode { public SimpleNode () { this.Children = new List<SimpleNode> (); } public virtual SimpleNode Parent { get; private set; } public virtual List<SimpleNode> Children { get; private set; } public virtual void setParent (SimpleNode parent) { parent.AddChild (this); Parent = parent; } public virtual void AddChild (SimpleNode child) { this.Children.Add (child); } public virtual void AddChildren (IEnumerable<SimpleNode> children) { foreach (var child in children) { AddChild (child); } } } the mapping: public class SimpleNodeEntity : ClassMap<SimpleNode> { public SimpleNodeEntity () { Id (x => x.Id); References (x => x.Parent).Nullable (); HasMany (x => x.Children).Not.LazyLoad ().Inverse ().Cascade.All ().KeyNullable (); } } now, whenever I try to save a node, I get this: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper dynamic-method) SimpleNode. (object,object[],NHibernate.Bytecode.Lightweight.SetterCallback) at NHibernate.Bytecode.Lightweight.AccessOptimizer.SetPropertyValues (object,object[]) at NHibernate.Tuple.Entity.PocoEntityTuplizer.SetPropertyValuesWithOptimizer (object,object[]) My setup: Mono 2.8.1 (on OSX), NHibernate 2.1.2, FluentNHibernate 1.1.0

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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