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  • implementing user tracking (logging) in Rails 3

    - by seth.vargo
    Hi, I'm creating a Rails application in which logging individual user actions is vital. Every time a user clicks a url, I want to log the action along with all parameters. Here is my current implementation: class CreateActivityLogs < ActiveRecord::Migration create_table :activity_logs do |t| t.references :user t.string :ip_address t.string :referring_url t.string :current_url t.text :params t.text :action t.timestamps end end   class ActivityLog < ActiveRecord::Base belongs_to :user end In a controller, I'd like to be able to do something like the following: ... ActivityLog::log @user.id, params, 'did foo with bar' ... I'd like to have the ActivityLog::log method automatically get the IP address, referring url, and current url (I know how to do this already) and create a new record in the table. So, my questions are: How do I do this? How do I use ActivityLog without having to create an instance everytime I want to log? Is this the best way? Some people have argued for a flat-file log for this kind of logging - however, I want admins to be able to see a user's activity in the backend as well, so I thought a database solution may be better?

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  • A self-creator: What pattern is this? php

    - by user151841
    I have several classes that are basically interfaces to database rows. Since the class assumes that a row already exists ( __construct expects a field value ), there is a public static function that allows creation of the row and returns an instance of the class. Here's a pseudo-code example : class fruit { public $id; public function __construct( $id ) { $this->id = $id; $sql = "SELECT * FROM Fruits WHERE id = $id"; ... $this->arrFieldValues[$field] = $row[$value]; } public function __get( $var ) { return $this->arrFieldValues[$var]; } public function __set( $var, $val ) { $sql = "UPDATE fruits SET $var = $val WHERE id = $this->id"; } public static function create( $id ) { $sql = "INSERT INTO Fruits ( fruit_name ) VALUE ( '$fruit' )"; $id = mysql_insert_id(); $fruit = & new fruit($id); return $fruit; } } $obj1 = fruit::create( "apple" ); $obj2 = & new fruit( 12 ); What is this pattern called? Edit: I changed the example to one that has more database-interface functionality. For most of the time, this kind of class would be instantiated normally, through __construct(). But sometimes when you need to create a new row first, you would call create().

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  • Linq to Entities: cannot be translated into a store expression

    - by FM250
    I am trying to execute this query, but I am getting an error: cannot be translated into a store expression. If I can't do it this way how can I implement it? I am using C#. I am trying to display training records if the date taken is not this year. Any suggestion is highly appreciated. tr = from l in t.Trainees where !db.UserTrainings.Any(ut => ut.Trainees.TraineeId == l.TraineeId && ut.Passed == true && ut.DateTaken >= l.DateEnded.Value.AddYears(-1)) ...... rest of the query.

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  • name of class that manipulates the entities

    - by cyberguest
    hi, i have a general question regarding naming convention. if I separate the data and operations into two separate classes. one has the data elements (entity), the other class manipulates the entity class. what do we usually call that class that manipulates the entity class? (the entity I am referring to has nothing to do with any kind of entity framework) manager? controller? operator? manipulator? thanks in advance

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  • Hibernate mysql groupe by day whith 0 entities

    - by Touhami
    I have this function i need to do that in sql (hibernate or mysql) or a java function that interpert the array of results select DAY(affaire.docCreationDate), count(affaire.docfullName) from CRMAffaireCode.AffaireClass as affaire where affaire.docfullName like 'CRMAffaire.Affaire%' and affaire.docCreationDate = '" + startDate + " 00:00:00' and affaire.docCreationDate <= '" + endDate + " 23:59:59' GROUP BY DAY(affaire.docCreationDate)" i have this entitie count in my table 2012-10-05 3 2012-10-06 0 2012-10-07 7 2012-10-08 13 2012-10-09 9 2012-10-10 0 2012-10-11 0 2012-10-12 3 the request return me this values 5 3 7 7 8 13 9 9 12 3 in this way i loose three lignes that have 0 as value, i need a request that return me this 5 3 6 0 7 7 8 13 9 9 10 0 11 0 12 3

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  • Tracking Useful Information

    - by Steve M
    What do the clever programmers here do to keep track of handy programming tricks and useful information they pick up over their many years of experience? Things like useful compiler arguments, IDE short-cuts, clever code snippets, etc. I sometimes find myself frustrated when looking up something that I used to know a year or two ago. My IE favourites probably represent a good chunk of the Internet in the late 1990s, so clearly that isn't effective (at least for me). Or am I just getting old? So.. what do you do?

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  • Entity Framework 5 not updating navigation properties in both entities

    - by Taylor
    I have updated a project to use the new Entity framework shipped with VS2012, however I have run into some of my code throwing exceptions. In the VS10 version of EF I was able to create or modify and Entity and use its navigation properties before calling SaveChanges() For example: A Navigation property of a client having a collection of Invoices. Client c = new Client(); Invoice I = new Invoice(); c.Invoices.Add(I); I would then be able to use Invoice.Client somewhere in my code before actually saving it without issue. Now Invoice.Client == null. Similarly in setting I.Client = C, I does not show up under C.Invoices What am I missing here or is this just simply how EF5 is?

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  • Create MVC 5 Combo Box from CRM Entities?

    - by SpaceCowboy74
    I am working on an MVC 5 App that pulls data from Dynamics CRM 5. The Data I am getting back is an IQueryable of type Account (The CRM Entity class auto generated by CrmSvcUtil). I am retrieving all of the items and can loop through them with code like this: @foreach (var item in Model.ToList()) { <tr> <td> @item.AccountId </td> <td> @Html.DisplayFor(modelItem => item.Name) </td> </tr> } The problem is, I would like to instead put them in a drop down list. I can't figure out what the syntax is to put these in a DropDown is. Any suggestions?

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  • Change value of adjacent vertices and remove self loop

    - by StereoMatching
    Try to write a Karger’s algorithm with boost::graph example (first column is vertice, other are adjacent vertices): 1 2 3 2 1 3 4 3 1 2 4 4 2 3 assume I merge 2 to 1, I get the result 1 2 3 2 1 1 3 4 2 1 3 4 3 1 2 4 4 2 3 first question : How could I change the adjacent vertices("2" to "1") of vertice 1? my naive solution template<typename Vertex, typename Graph> void change_adjacent_vertices_value(Vertex input, Vertex value, Graph &g) { for (auto it = boost::adjacent_vertices(input, g); it.first != it.second; ++it.first){ if(*it.first == value){ *(it.first) = input; //error C2106: '=' : left operand must be l-value } } } Apparently, I can't set the value of the adjacent vertices to "1" by this way The result I want after "change_adjacent_vertices_value" 1 1 3 1 1 1 3 4 2 1 3 4 3 1 2 4 4 2 3 second question : How could I pop out the adjacent vertices? Assume I want to pop out the consecutive 1 from the vertice 1 The result I expected 1 1 3 1 3 4 2 1 3 4 3 1 2 4 4 2 3 any function like "pop_adjacent_vertex" could use?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • How to draw an unfilled square on top of a stream video using a mouse and track the object enclosed

    - by Haxed
    Hi, I am making an object tracking application. I have used Emgucv 2.1.0.0 to load a video file to a picturebox. I have also taken the video stream from a web camera. Now, I want to draw an unfilled square on the video stream using a mouse and then track the object enclosed by the unfilled square as the video continues to stream. This is what people have suggested so far:- (1) .NET Video overlay drawing(DirectX) - but this is for C++ users, the suggester said that there are .NET wrappers, but I had a hard time finding any. (2) DxLogo sample DxLogo – A sample application showing how to superimpose a logo on a data stream. It uses a capture device for the video source, and outputs the result to a file. Sadly, this does not use a mouse. (3) GDI+ and mouse handling - this area I do not have a clue. And for tracking the object in the square, I would appreciate if someone give me some research paper links to read. Any help as to using the mouse to draw on a video is greatly appreciated. Thank you for taking the time to read this. Many Thanks

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  • Loop elements with Jquery and call Omniture s.tl() function to track

    - by ilovewebdev
    Hi, i have a page with a list of items. Each item has a print now link (a.printMe) to print each item. At the end of the list, there's a print all link (a.printAll) to print all items. I want to track number of times an item was printed. If a.printAll link is clicked, then i will send all the item's tracking value to Omniture. I added tracking string into individual item's a.printMe href attribute and track with the following functions: $('a.printMe').click(function() { var value = $(this).attr('href'); track(value); }); $('a.printAll').click(function() { $('a.printMe').each(function() { this.click(); }); // works in IE only. IE 6-8 }); function track(value) { var s = s_gi('account'); s.prop10 = value; s.linkTrackVars = 'prop10'; s.tl(true, 'o'); } The problem is only the last item (in the list) has its value sent to Omniture when i clicked on a.printAll. I finally got the above to work in IE but not Firefox. Anyone encounter this before?

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • Entities used to serialize data have changed. How can the serialized data be upgraded for the new entities?

    - by i8abug
    Hi, I have a bunch of simple entity instances that I have serialized to a file. In the future, I know that the structure of these entities (ie, maybe I will rename Name to Header or something). The thing is, I don't want to lose the data that I have saved in all these old files. What is the proper way to either load the data from the old entities into new entities upgrade the old files so that they can be used with new entities Note: I think I am stuck with binary serialization, not xml serialization. Thanks in advance! Edit: So I have an answer for the case I have described. I can use a dataContractSerializer and do something like [DataMember("bar")] private string foo; and change the name in the code and keep the same name that was used for serialization. But what about the following additional cases: The original entity has new members which can be serialized Some serialized members that were in the original entity are removed Some members have actually changed in function (suppose that the original class had a FirstName and LastName member and it has been refactored to have only a FullName member which combines the two) To handle these, I need some sort of interpreter/translator deserialization class but I have no idea what I should use

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  • Using T4 templates to add custom code to EF4 generated entities?

    - by David Veeneman
    I am getting started with Entity Framework 4, using model-first development. I am building a simple WPF demo app to learn the framework. My app has two entities, Topic and Note. A Topic is a discussion topic; it has Title, Text, and DateRevised properties. Topic also has a Notes collection property. a Note has DateCreated and Text properties. I have used EF4 to create an EDM and data store for the app. Now I need to add just a bit of intelligence to the entities. For example, the property setter for the Topic.Text property needs to update the Topic.DateRevised property, and a Note needs to set its DateCreated property when it is instantiated--pretty simple stuff. I assume that I can't modify the generated classes directly, because my code would be lost if the entities are re-generated. Is this the sort of thing that I can implement by modifying the T4 template that EF4 uses to generate the entities? In other words, can a T4 template be modified to add my code for performing these tasks to the entities that it generates? Can you refer me to a good tutorial or explanation of how to get started? Most of what I have found so far talks about how to add a tt file to an EDM, so I can do that. What I am looking for is a resource that I can use to get to the next level, assuming that a T4 template can be used to customize generated entities as I have described. Thanks for your help.

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  • The table/view 'TABLE1' does not have a primary key defined and no valid primary key could be inferr

    - by Nickson
    I get the following error message The table/view 'TABLE1' does not have a primary key defined and no valid primary key could be inferred. This table/view has been excluded. To use the entity you will need to review your schema, add the correct keys and uncomment it when I try to add a view to an Entity Data Model. For testing, I have created a very simple view and I still get the error. below is the view definition SELECT DISTINCT TOP (100) PERCENT MIN(id) AS Expr4, MIN(EmpNo) AS Expr1, MIN(Name) AS Expr2, MIN(Category) AS Expr3 FROM dbo.MYView1 GROUP BY id does any one know of a simple work around. I have looked at this thread http://stackoverflow.com/questions/745341/can-ms-sql-views-have-primary-and-foriegn-keys but in my scenario, what is recommended is not applicable. If I could only have the view added to the Model.

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  • Why do I get "Invalid Column Name" errors in EF4?

    - by camainc
    I am trying to learn Entity Framework 4.0. Disclaimer 1: I am brand new to Entity Framework. I have successfully used LinqToSQL. Disclaimer 2: I am really a VB.Net programmer, so the problem could be in the C# code. Given this code snippet: public int Login(string UserName, string Password) { return _dbContext.Memberships .Where(membership => membership.UserName.ToLower() == UserName.ToLower() && membership.Password == Password) .SingleOrDefault().PrimaryKey; } Why do you suppose I get "Invalid column name" errors? {"Invalid column name 'UserName'.\r\nInvalid column name 'Password'.\r\nInvalid column name 'UserName'.\r\nInvalid column name 'Password'."} Those column names are spelled and cased correctly. I also checked the generated code for the entity in question, and those columns are properties in the entity. The intellisense and code completion also puts the column names into the expression just as they are here. I am stumped by this. Any help would be much appreciated. https://docs.google.com/leaf?id=0B-xLbzoqGvXvNjBmZmNjNDAtY2RhNC00NDA2LWIxNzMtYjhjNTYxMDIyZmZl&hl=en

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  • How to Export data to Excel using LINQ to Entity?

    - by Rita
    Hi I have the data coming from Entity Data model table on my ASP.NET page. Now I have to export this data into Excel on button click. If it is using OLEDB, it is straight forward as it is here: http://csharp.net-informations.com/excel/csharp-excel-oledb-insert.htm Here is my function to read data from inquiries table: var model = from i in myEntity.Inquiries where i.User_Id == 5 orderby i.TX_Id descending select new { RequestID = i.TX_Id, CustomerName = i.CustomerMaster.FirstName, RequestDate = i.RequestDate, Email = i.CustomerMaster.MS_Id, DocDescription = i.Document.Description, ProductName = i.Product.Name

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  • SQL Subquery in LINQ for Entity Framework 4.0

    - by Jorin
    I'm new to LINQ and EF, but I've been able to stumble through for the majority of the queries I have, but this one has me completely confused. No matter what I try, it comes up in SQL Profiler as a big mess :-). I have two tables: Users and UsersProjects. The goal of this query is to list all the users who are working on projects with the specified user. Here is the query as I have it written in SQL. It's a subquery, but I don't know of a way to simplify it further, but I'm open to suggestions there as well. SELECT DISTINCT Users.FirstName, Users.LastName FROM Users INNER JOIN UsersProjects ON Users.ID=UsersProjects.UserID WHERE UsersProjects.ProjectID IN (SELECT ProjectID FROM UsersProjects WHERE UserID=@UserID) Anybody able to help?? It seems like a fairly simple subquery in SQL, but in LINQ, I'm baffled. Thanks, Jorin

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  • IQueryable<> from stored procedure (entity framework)

    - by mmcteam
    I want to get IQueryable<> result when executing stored procedure. Here is peace of code that works fine: IQueryable<SomeEntitiy> someEntities; var globbalyFilteredSomeEntities = from se in m_Entities.SomeEntitiy where se.GlobalFilter == 1234 select se; I can use this to apply global filter, and later use result in such way result = globbalyFilteredSomeEntities .OrderByDescending(se => se.CreationDate) .Skip(500) .Take(10); What I want to do - use some stored procedures in global filter. I tried: Add stored procedure to m_Entities, but it returns IEnumerable<> and executes sp immediately: var globbalyFilteredSomeEntities = from se in m_Entities.SomeEntitiyStoredProcedure(1234); Materialize query using EFExtensions library, but it is IEnumerable<>. If I use AsQueryable() and OrderBy(), Skip(), Take() and after that ToList() to execute that query - I get exception that DataReader is open and I need to close it first(can't paste error - it is in russian). var globbalyFilteredSomeEntities = m_Entities.CreateStoreCommand("exec SomeEntitiyStoredProcedure(1234)") .Materialize<SomeEntitiy>(); //.AsQueryable() //.OrderByDescending(se => se.CreationDate) //.Skip(500) //.Take(10) //.ToList(); Also just skipping .AsQueryable() is not helpful - same exception. When I put ToList() query executes, but it is too expensive to execute query without Skip(), Take().

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  • How to create a dynamic Linq Join extension method

    - by Royd Brayshay
    There was a library of dynamic Linq extensions methods released as a sample with VS2008. I'd like to extend it with a Join method. The code below fails with a parameter miss match exception at run time. Can anyone find the problem? public static IQueryable Join(this IQueryable outer, IEnumerable inner, string outerSelector, string innerSelector, string resultsSelector, params object[] values) { if (inner == null) throw new ArgumentNullException("inner"); if (outerSelector == null) throw new ArgumentNullException("outerSelector"); if (innerSelector == null) throw new ArgumentNullException("innerSelector"); if (resultsSelector == null) throw new ArgumentNullException("resultsSelctor"); LambdaExpression outerSelectorLambda = DynamicExpression.ParseLambda(outer.ElementType, null, outerSelector, values); LambdaExpression innerSelectorLambda = DynamicExpression.ParseLambda(inner.AsQueryable().ElementType, null, innerSelector, values); ParameterExpression[] parameters = new ParameterExpression[] { Expression.Parameter(outer.ElementType, "outer"), Expression.Parameter(inner.AsQueryable().ElementType, "inner") }; LambdaExpression resultsSelectorLambda = DynamicExpression.ParseLambda(parameters, null, resultsSelector, values); return outer.Provider.CreateQuery( Expression.Call( typeof(Queryable), "Join", new Type[] { outer.ElementType, inner.AsQueryable().ElementType, outerSelectorLambda.Body.Type, innerSelectorLambda.Body.Type, resultsSelectorLambda.Body.Type }, outer.Expression, inner.AsQueryable().Expression, Expression.Quote(outerSelectorLambda), Expression.Quote(innerSelectorLambda), Expression.Quote(resultsSelectorLambda))); } I've now fixed it myself, here's the answer. Please vote it up or add a better one.

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  • The model item passed into the dictionary is of type 'System.Collections.Generic.Lis

    - by mazhar
    Calling Index view is giving me this very very annoying error . Can anybody tell me what to do about it Error: The model item passed into the dictionary is of type 'System.Collections.Generic.List1[MvcApplication13.Models.Groups]', but this dictionary requires a model item of type 'MvcApplication13.Helpers.PaginatedList1[MvcApplication13.Models.Groups]'. public ActionResult Index(int? page) { const int pageSize = 10; var group =from p in _db.Groups orderby p.int_GroupId select p; var paginatedGroup = group.Skip((page ?? 0) * pageSize).Take(pageSize).ToList(); return View(paginatedGroup); } View: <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage" % Index <h2>Index</h2> <table> <tr> <th></th> <th> int_GroupId </th> <th> vcr_GroupName </th> <th> txt_GroupDescription </th> <th> bit_Is_Deletable </th> <th> bit_Active </th> <th> int_CreatedBy </th> <th> dtm_CreatedDate </th> <th> int_ModifiedBy </th> <th> dtm_ModifiedDate </th> </tr> <% foreach (var item in Model) { %> <tr> <td> <%= Html.ActionLink("Edit", "Edit", new { id=item.int_GroupId }) %> | <%= Html.ActionLink("Details", "Details", new { id=item.int_GroupId })%> | <%= Html.ActionLink("Delete", "Delete", new { id=item.int_GroupId })%> </td> <td> <%= Html.Encode(item.int_GroupId) %> </td> <td> <%= Html.Encode(item.vcr_GroupName) %> </td> <td> <%= Html.Encode(item.txt_GroupDescription) %> </td> <td> <%= Html.Encode(item.bit_Is_Deletable) %> </td> <td> <%= Html.Encode(item.bit_Active) %> </td> <td> <%= Html.Encode(item.int_CreatedBy) %> </td> <td> <%= Html.Encode(String.Format("{0:g}", item.dtm_CreatedDate)) %> </td> <td> <%= Html.Encode(item.int_ModifiedBy) %> </td> <td> <%= Html.Encode(String.Format("{0:g}", item.dtm_ModifiedDate)) %> </td> </tr> <% } %> </table> <% if (Model.HasPreviousPage) { % <%= Html.RouteLink("<<<", "UpcomingDinners", new { page = (Model.PageIndex-1) }) % <% } % <% if (Model.HasNextPage) { % <%= Html.RouteLink("", "UpcomingDinners", new { page = (Model.PageIndex + 1) }) % <% } % <p> <%= Html.ActionLink("Create New", "Create") %> </p>

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  • Entity Framework: How to bind related products

    - by Waheed
    I am using the following Linq query from p in Product.Include("ProductDetails.Colors") where p.ProductID.Equals(18) select p; And then using the result of this query to bind the GridView. The productDetails are bind to the grid fine, but the Colors are not bind. To bind colors i am using <%# Eval("Colors.CategoryName") %. Error is " Field or property with the name 'Colors.CategoryName' was not found on the selected data source." But in a loop i am getting this fine. foreach (ProductDetails proDet in pd.ProductDetails) { string bar = proDet.BarCode; string color = proDet.Colors.CategoryName; }

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  • LINQ to Entity, using a SQL LIKE operator

    - by Mario
    I have a LINQ to ENTITY query that pulls from a table, but I need to be able to create a "fuzzy" type search. So I need to add a where clause that searches by lastname IF they add the criteria in the search box (Textbox, CAN be blank --- in which case it pulls EVERYTHING). Here is what I have so far: var query = from mem in context.Member orderby mem.LastName, mem.FirstName select new { FirstName = mem.FirstName, LastName = mem.LastName, }; That will pull everything out of the Member table that is in the Entity object. Then I have an addition to the logic: sLastName = formCollection["FuzzyLastName"].ToString(); if (!String.IsNullOrEmpty(sLastName)) query = query.Where(ln => ln.LastName.Contains(sLastName)); The problem is when the search button is pressed, nothing is returned (0 results). I have run the query against the SQL Server that I expect to happen here and it returns 6 results. This is the query I expect: SELECT mem.LastName, mem.FirstName FROM Members mem WHERE mem.LastName = 'xxx' (when xxx is entered into the textbox) Anyone see anything wrong with this?

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