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  • Help renaming svn repository

    - by rascher
    Here is the deal: I created an SVN repository, say, foo. It is at http://www.example.com/foo. Then I did an svn checkout. I made some updates and changes to my local copy of the code over the week. I haven't committed yet. I realized that I wanted to rename the repository. So I did this: svn copy http://example.com/foo http://example.com/bar svn delete http://example.com/foo I finish my changes (and local svn still thinks I'm working under "foo".) svn commit fails because the repo has been renamed. I try to use svn switch --relocate but it yells at me because svn is awful. I try using the script here to replace "foo" with "bar" in my billion .svn/ folders. This replace is taking a long time. I wonder if something hung? Or maybe sshfs failed? I kill it. Ctrl-C. I look and see that half my files have "foo" and the others have "bar" in the URLs in the sundry .svn/ folders. All I want to do is commit my files with the new name. I could re-checkout the branch, but then I have no way to remember which files I changed, which is why I was using version control in the first place, and svn is so godawful at moving and renaming things. What do I need to do to: Have a "clean" copy of my "bar" svn branch? and, most importantly: Commit the changes I made?

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  • How do I pull `static final` constants from a Java class into a Clojure namespace?

    - by Joe Holloway
    I am trying to wrap a Java library with a Clojure binding. One particular class in the Java library defines a bunch of static final constants, for example: class Foo { public static final int BAR = 0; public static final int SOME_CONSTANT = 1; ... } I had a thought that I might be able to inspect the class and pull these constants into my Clojure namespace without explicitly def-ing each one. For example, instead of explicitly wiring it up like this: (def *foo-bar* Foo/BAR) (def *foo-some-constant* Foo/SOME_CONSTANT) I'd be able to inspect the Foo class and dynamically wire up *foo-bar* and *foo-some-constant* in my Clojure namespace when the module is loaded. I see two reasons for doing this: A) Automatically pull in new constants as they are added to the Foo class. In other words, I wouldn't have to modify my Clojure wrapper in the case that the Java interface added a new constant. B) I can guarantee the constants follow a more Clojure-esque naming convention I'm not really sold on doing this, but it seems like a good question to ask to expand my knowledge of Clojure/Java interop. Thanks

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  • Sharing a global/static variable between a process and DLL

    - by minjang
    I'd like to share a static/global variable only between a process and a dll that is invoked by the process. The exe and dll are in the same memory address space. I don't want the variable to be shared among other processes. Elaboration of the problem: Say that there is a static/global variable x in a.cpp. Both the exe foo.exe and the dll bar.dll have a.cpp, so the variable x is in both images. Now, foo.exe dynamically loads (or statically) bar.dll. Then, the problem is whether the variable x is shared by the exe and dll, or not. In Windows, these two guys never share the x: the exe and dll will have a separate copy of x. However, in Linux, the exe and dll do share the variable x. Unfortunately, I want the behavior of Linux. I first considered using pragma data_seg on Windows. However, even if I correctly setup the shared data segment, foo.exe and bar.dll never shares the x. Recall that bar.dll is loaded into the address space of foo.exe. However, if I run another instance of foo.exe, then x is shared. But, I don't want x to be shared by different processes. So, using data_seg was failed. I may it use a memory-mapped file by making an unique name between exe and dll, which I'm trying now. Two questions: Why the behavior of Linux and Windows is different? Can anyone explain more about this? What would be most easiest way to solve this problem on Windows?

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  • How can I spot subtle Lisp syntax mistakes?

    - by Marius Andersen
    I'm a newbie playing around with Lisp (actually, Emacs Lisp). It's a lot of fun, except when I seem to run into the same syntax mistakes again and again. For instance, here's something I've encountered several times. I have some cond form, like (cond ((foo bar) (qux quux)) ((or corge (grault warg)) (fred) (t xyzzy))) and the default clause, which returns xyzzy, is never carried out, because it's actually nested inside the previous clause: (cond ((foo bar) (qux quux)) ((or corge (grault warg)) (fred)) (t xyzzy)) It's difficult for me to see such errors when the difference in indentation is only one space. Does this get easier with time? I also have problems when there's a large distance between the (mal-)indented line and the line it should be indented against. let forms with a lot of complex bindings, for example, or an unless form with a long conditional: (defun test () (unless (foo bar (qux quux) (or corge (grault warg) (fred)))) xyzzy) It turns out xyzzy was never inside the unless form at all: (defun test () (unless (foo bar (qux quux) (or corge (grault warg) (fred))) xyzzy)) I auto-indent habitually and use parenthesis highlighting to avoid counting parentheses. For the most part it works like a breeze, but occasionally, I discover my syntax mistakes only by debugging. What can I do?

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  • Passing functor and function pointers interchangeably using a templated method in C++

    - by metroxylon
    I currently have a templated class, with a templated method. Works great with functors, but having trouble compiling for functions. Foo.h template <typename T> class Foo { public: // Constructor, destructor, etc... template <typename Func> void bar(T x, Func f); }; template <typename T> template <typename Func> Foo::bar(T x, Func f) { /* some code here */ } Main.cpp #include "Foo.h" template <typename T> class Functor { public: Functor() {} void operator()(T x) { /* ... */ } private: /* some attributes here */ }; void Function(T x) { /* ... */ } int main() { Foo<int> foo; foo.bar(2, Functor); // No problem foo.bar(2, Function); // <unresolved overloaded function type> return 0; }

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  • C# specifying generic delegate type param at runtime

    - by smerlin
    following setup, i have several generic functions, and i need to choose the type and the function identified by two strings at runtime. my first try looked like this: public static class FOOBAR { public delegate void MyDelegateType(int param); public static void foo<T>(int param){...} public static void bar<T>(int param){...} public static void someMethod(string methodstr, string typestr) { MyDelegateType mydel; Type mytype; switch(typestr) { case "int": mytype = typeof(int); break; case "double": mytype = typeof(double); break; default: throw new InvalidTypeException(typestr); } switch(methodstr) { case "foo": mydel = foo<mytype>; //error break; case "bar": mydel = bar<mytype>; //error break; default: throw new InvalidTypeException(methodstr); } for(int i=0; i<1000; ++i) mydel(i); } } since this didnt work, i nested those switchs (a methodstr switch inside the typestr switch or viceversa), but that solution is really ugly and unmaintainable. The number of types is pretty much fixed, but the number of functions like foo or bar will increase by high numbers, so i dont want nested switchs. So how can i make this working without using nested switchs ?

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  • Why does my binding break down on SilverLight ProgressBars?

    - by Bill Jeeves
    I asked a similar question about charts but I have given up on that and I am using progress bars instead. Essentially, I have ten progress bars in a Silverlight control. Each is showing a different value and updating every couple of seconds (it's a process monitor). Each progress bar has the same minimum value and maximum value so the bars can be compared. Trying to follow the M-V-VM model, I have bound the value of each bar to a property in my ViewModel. All of the maximum values for the bar are bound to a single property. When the model updates, the values and the maximum can all update. This allows the bars to re-scale as the sizes grow. I'm finding that the binding will stop working sometimes on one or more bars. I suspect it is because a bar's value becomes higher than the maximum occasionally. This is because if I update the maximums first and they are going down, the values will be to high. If I update the values first when the maximum needs increasing, the values are too high again. Is there a way to stop this behaviour? Some way, perhaps, to tell the progress bars that it's OK to temporarily go too high? Or some way to tell the bindings that they shouldn't be disabled when this happens? Or maybe I've got this completely wrong and there's some other issue with ProgressBar binding I don't know about?

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  • java: assigning object reference IDs for custom serialization

    - by Jason S
    For various reasons I have a custom serialization where I am dumping some fairly simple objects to a data file. There are maybe 5-10 classes, and the object graphs that result are acyclic and pretty simple (each serialized object has 1 or 2 references to another that are serialized). For example: class Foo { final private long id; public Foo(long id, /* other stuff */) { ... } } class Bar { final private long id; final private Foo foo; public Bar(long id, Foo foo, /* other stuff */) { ... } } class Baz { final private long id; final private List<Bar> barList; public Baz(long id, List<Bar> barList, /* other stuff */) { ... } } The id field is just for the serialization, so that when I am serializing to a file, I can write objects by keeping a record of which IDs have been serialized so far, then for each object checking whether its child objects have been serialized and writing the ones that haven't, finally writing the object itself by writing its data fields and the IDs corresponding to its child objects. What's puzzling me is how to assign id's. I thought about it, and it seems like there are three cases for assigning an ID: dynamically-created objects -- id is assigned from a counter that increments reading objects from disk -- id is assigned from the number stored in the disk file singleton objects -- object is created prior to any dynamically-created object, to represent a singleton object that is always present. How can I handle these properly? I feel like I'm reinventing the wheel and there must be a well-established technique for handling all the cases.

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  • When to save a mongoose model

    - by kentcdodds
    This is an architectural question. I have models like this: var foo = new mongoose.Schema({ name: String, bars: [{type: ObjectId, ref: 'Bar'}] }); var FooModel = mongoose.model('Foo', foo); var bar = new mongoose.Schema({ foobar: String }); var BarModel = mongoose.model('Bar', bar); Then I want to implement a convenience method like this: BarModel.methods.addFoo = function(foo) { foo.bars = foo.bars || []; // Side note, is this something I should check here? foo.bars.push(this.id); // Here's the line I'm wondering about... Should I include the line below? foo.save(); } The biggest con I see about this is that if I did include foo.save() then I should pass in a callback to addFoo so I avoid issues with the async operation. I'm thinking this is not preferable. But I also think it would be nice to include because addFoo hasn't really "addedFoo" until it's been saved... Am I breaking any design best practices doing it either way?

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  • SFINAE and detecting if a C++ function object returns void.

    - by Tom Swirly
    I've read the various authorities on this, include Dewhurst and yet haven't managed to get anywhere with this seemingly simple question. What I want to do is to call a C++ function object, (basically, anything you can call, a pure function or a class with ()), and return its value, if that is not void, or "true" otherwise. #include <stdio.h> struct Foo { void operator()() {} }; struct Bar { bool operator()() { return false; } }; Foo foo; Bar bar; bool baz() { return false; } void bang() {} const char* print(bool b) { printf(b ? "true, " : "false, "); } template <typename Functor> bool magicCallFunction(Functor f) { return true; // lots of template magic occurs here... } int main(int argc, char** argv) { print(magicCallFunction(foo)); print(magicCallFunction(bar)); print(magicCallFunction(baz)); print(magicCallFunction(bang)); printf("\n"); }

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  • Prevent coersion to a single type in unlist() or c(); passing arguments to wrapper functions

    - by Leo Alekseyev
    Is there a simple way to flatten a list while retaining the original types of list constituents?.. Is there a way to programmatically construct a heterogeneous list?.. For instance, I want to create a simple wrapper for functions like png(filename,width,height) that would take device name, file name, and a list of options. The naive approach would be something like my.wrapper <- function(dev,name,opts) { do.call(dev,c(filename=name,opts)) } or similar code with unlist(list(...)). This doesn't work because opts gets coerced to character, and the resulting call is e.g. png(filename,width="500",height="500"). If there's no straightforward way to create heterogeneous lists like that, is there a standard idiomatic way to splice arguments into functions without naming them explicitly (e.g. do.call(dev,list(filename=name,width=opts["width"]))? -- Edit -- Gavin Simpson answered both questions below in his discussion about constructing wrapper functions. Let me give a summary of the answer to the title question: It is possible to construct a heterogeneous list with c() provided the arguments to c() are lists. To wit: > foo <- c("a","b"); bar <- 1:3 > c(foo,bar) [1] "a" "b" "1" "2" "3" > c(list(foo),list(bar)) [[1]] [1] "a" "b" [[2]] [1] 1 2 3 > c(as.list(foo),as.list(bar)) ## this creates a flattened heterogeneous list [[1]] [1] "a" [[2]] [1] "b" [[3]] [1] 1 [[4]] [1] 2 [[5]] [1] 3

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  • Coding the R-ight way - avoiding the for loop

    - by mropa
    I am going through one of my .R files and by cleaning it up a little bit I am trying to get more familiar with writing the code the r-ight way. As a beginner, one of my favorite starting points is to get rid of the for() loops and try to transform the expression into a functional programming form. So here is the scenario: I am assembling a bunch of data.frames into a list for later usage. dataList <- list (dataA, dataB, dataC, dataD, dataE ) Now I like to take a look at each data.frame's column names and substitute certain character strings. Eg I like to substitute each "foo" and "bar" with "baz". At the moment I am getting the job done with a for() loop which looks a bit awkward. colnames(dataList[[1]]) [1] "foo" "code" "lp15" "bar" "lh15" colnames(dataList[[2]]) [1] "a" "code" "lp50" "ls50" "foo" matchVec <- c("foo", "bar") for (i in seq(dataList)) { for (j in seq(matchVec)) { colnames (dataList[[i]])[grep(pattern=matchVec[j], x=colnames (dataList[[i]]))] <- c("baz") } } Since I am working here with a list I thought about the lapply function. My attempts handling the job with the lapply function all seem to look alright but only at first sight. If I write f <- function(i, xList) { gsub(pattern=c("foo"), replacement=c("baz"), x=colnames(xList[[i]])) } lapply(seq(dataList), f, xList=dataList) the last line prints out almost what I am looking for. However, if i take another look at the actual names of the data.frames in dataList: lapply (dataList, colnames) I see that no changes have been made to the initial character strings. So how can I rewrite the for() loop and transform it into a functional programming form? And how do I substitute both strings, "foo" and "bar", in an efficient way? Since the gsub() function takes as its pattern argument only a character vector of length one.

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  • Concatenate an each loop inside another

    - by Lothar
    I want to to concatenate the results of a jquery each loop inside of another but am not getting the results I expect. $.each(data, function () { counter++; var i = 0; var singlebar; var that = this; tableRow = '<tr>' + '<td>' + this.foo + '</td>' + $.each(this.bar, function(){ singlebar = '<td>' + that.bar[i].baz + '</td>'; tableRow + singlebar; }); '</tr>'; return tableRow; }); The portion inside the nested each does not get added to the string that is returned. I can console.log(singlebar) and get the expected results in the console but I cannot concatenate those results inside the primary each loop. I have also tried: $.each(this.bar, function(){ tableRow += '<td>' + that.bar[i].baz + '</td>'; }); Which also does not add the desired content. How do I iterate over this nested data and add it in the midst of the table that the primary each statement is building?

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  • Best way to design a class in python

    - by Fraz
    So, this is more like a philosophical question for someone who is trying to understand classes. Most of time, how i use class is actually a very bad way to use it. I think of a lot of functions and after a time just indent the code and makes it a class and replacing few stuff with self.variable if a variable is repeated a lot. (I know its bad practise) But anyways... What i am asking is: class FooBar: def __init__(self,foo,bar): self._foo = foo self._bar = bar self.ans = self.__execute() def __execute(self): return something(self._foo, self._bar) Now there are many ways to do this: class FooBar: def __init__(self,foo): self._foo = foo def execute(self,bar): return something(self._foo, bar) Can you suggest which one is bad and which one is worse? or any other way to do this. This is just a toy example (offcourse). I mean, there is no need to have a class here if there is one function.. but lets say in __execute something() calls a whole set of other methods.. ?? Thanks

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  • Is it possible to cancel function override in parent class and use function from top level parent

    - by Anatoliy Gusarov
    class TopParent { protected function foo() { $this->bar(); } private function bar() { echo 'Bar'; } } class MidParent extends TopParent { protected function foo() { $this->midMethod(); parent::foo(); } public function midMethod() { echo 'Mid'; } public function generalMethod() { echo 'General'; } } Now the question is if I have a class, that extends MidParent because I need to call class Target extends MidParent { //How to override this method to return TopParent::foo(); ? protected function foo() { } } So I need to do this: $mid = new MidParent(); $mid->foo(); // MidBar $taget = new Target(); $target->generalMethod(); // General $target->foo(); // Bar UPDATE Top parent is ActiveRecord class, mid is my model object. I want to use model in yii ConsoleApplication. I use 'user' module in this model, and console app doesn't support this module. So I need to override method afterFind, where user module is called. So the Target class is the class that overrides some methods from model which uses some modules that console application doesn't support.

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  • Processing data from an AJAX request

    - by Josh K
    I have a PHP API I'm working with that outputs everything as JSON. I need to call one of the API methods and parse it out using an AJAX request. I am using jQuery (though it shouldn't matter). When I make the request it errors out with a "parsererror" as the textStatus and a "Syntax Error: invalid label" when I make the request. Simplified code: $.ajax ({ type: "POST", url: "http://mydomain.com/api/get/userlist/"+mid, dataType: "json", dataFilter: function(data, type) { /* Here we assume and pray */ users = eval(data); alert(users[1].id); }, success: function(data, textStatus, XMLHttpRequest) { alert(data.length); // Should be an array, yet is undefined. }, error: function(XMLHttpRequest, textStatus, errorThrown) { alert(textStatus); alert(errorThrown); }, complete: function(XMLHttpRequest, textStatus) { alert("Done"); } }); If I leave off the eval(data) then everything works fine. Well, except for data still being undefined in success. Note that I'm taking an array of objects in PHP and then passing them out through json_encode. Would that make any difference? There has been no progress made on this. I'm willing to throw more code up if someone believes they can help. Here is the PHP side of things private function _get_user_colors($id) { $u = new User(); $u->get_where(array('id' => $id)); $bar = array(); $bar['user'] = $u->stored; foreach($user->colors as $color) { $bar['colors'][] = $color; } echo(json_encode($bar)); } I have had zero issues using this with other PHP based scripts. I don't know why Javascript would take issue with it.

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  • Utility App with Navigation Controller and Table View on FlipSide.

    - by wdt
    Hi All. I am relatively new to the whole MVC way of looking at things. I have an application that is based on the "Utility" Application template. Everything in the MainView and FlipsideView is working great but now I need to add a TableView and Navigation Controller to the flipside. Without the navigation bar being on the MainView. So only once the user has tapped the info light button will the nav bar display on the flipside with a table view. I have been able to impliment the Table View on the side and populate it with data from an array. I am now struggling to link in a navigation controller so that the tableview can become interactive. When I place the nav bar code into the app delegate it appears on the MainView and not the flipside view. Where do I place the navigation bar code so that it will display on the flipsideview. I cannt seem to get the code in the right place. Also I am not sure I have the right code, do I put the UINavigationController code in the FlipSideViewController.m ? I am not grasping the concept of the naivgation controller fully I think . . . Here is the code to bring up the FlipView - (IBAction)showInfo { TableViewController *controller = [[TableViewController alloc] initWithNibName:@"TableViewController" bundle:nil]; controller.delegate = self; controller.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:controller animated:YES]; [controller release]; } Now I need to get the TableViewController to have a navigation controller and a table view Thanks in advance.

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  • Using Moq to Validate Separate Invocations with Distinct Arguments

    - by Thermite
    I'm trying to validate the values of arguments passed to subsequent mocked method invocations (of the same method), but cannot figure out a valid approach. A generic example follows: public class Foo { [Dependency] public Bar SomeBar { get; set; } public void SomeMethod() { this.SomeBar.SomeOtherMethod("baz"); this.SomeBar.SomeOtherMethod("bag"); } } public class Bar { public void SomeOtherMethod(string input) { } } public class MoqTest { [TestMethod] public void RunTest() { Mock<Bar> mock = new Mock<Bar>(); Foo f = new Foo(); mock.Setup(m => m.SomeOtherMethod(It.Is<string>("baz"))); mock.Setup(m => m.SomeOtherMethod(It.Is<string>("bag"))); // this of course overrides the first call f.SomeMethod(); mock.VerifyAll(); } } Using a Function in the Setup might be an option, but then it seems I'd be reduced to some sort of global variable to know which argument/iteration I'm verifying. Maybe I'm overlooking the obvious within the Moq framework?

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  • More Great Improvements to the Windows Azure Management Portal

    - by ScottGu
    Over the last 3 weeks we’ve released a number of enhancements to the new Windows Azure Management Portal.  These new capabilities include: Localization Support for 6 languages Operation Log Support Support for SQL Database Metrics Virtual Machine Enhancements (quick create Windows + Linux VMs) Web Site Enhancements (support for creating sites in all regions, private github repo deployment) Cloud Service Improvements (deploy from storage account, configuration support of dedicated cache) Media Service Enhancements (upload, encode, publish, stream all from within the portal) Virtual Networking Usability Enhancements Custom CNAME support with Storage Accounts All of these improvements are now live in production and available to start using immediately.  Below are more details on them: Localization Support The Windows Azure Portal now supports 6 languages – English, German, Spanish, French, Italian and Japanese. You can easily switch between languages by clicking on the Avatar bar on the top right corner of the Portal: Selecting a different language will automatically refresh the UI within the portal in the selected language: Operation Log Support The Windows Azure Portal now supports the ability for administrators to review the “operation logs” of the services they manage – making it easy to see exactly what management operations were performed on them.  You can query for these by selecting the “Settings” tab within the Portal and then choosing the “Operation Logs” tab within it.  This displays a filter UI that enables you to query for operations by date and time: As of the most recent release we now show logs for all operations performed on Cloud Services and Storage Accounts.  You can click on any operation in the list and click the “Details” button in the command bar to retrieve detailed status about it.  This now makes it possible to retrieve details about every management operation performed. In future updates you’ll see us extend the operation log capability to apply to all Windows Azure Services – which will enable great post-mortem and audit support. Support for SQL Database Metrics You can now monitor the number of successful connections, failed connections and deadlocks in your SQL databases using the new “Dashboard” view provided on each SQL Database resource: Additionally, if the database is added as a “linked resource” to a Web Site or Cloud Service, monitoring metrics for the linked SQL database are shown along with the Web Site or Cloud Service metrics in the dashboard. This helps with viewing and managing aggregated information across both resources in your application. Enhancements to Virtual Machines The most recent Windows Azure Portal release brings with it some nice usability improvements to Virtual Machines: Integrated Quick Create experience for Windows and Linux VMs Creating a new Windows or Linux VM is now easy using the new “Quick Create” experience in the Portal: In addition to Windows VM templates you can also now select Linux image templates in the quick create UI: This makes it incredibly easy to create a new Virtual Machine in only a few seconds. Enhancements to Web Sites Prior to this past month’s release, users were forced to choose a single geographical region when creating their first site.  After that, subsequent sites could only be created in that same region.  This restriction has now been removed, and you can now create sites in any region at any time and have up to 10 free sites in each supported region: One of the new regions we’ve recently opened up is the “East Asia” region.  This allows you to now deploy sites to North America, Europe and Asia simultaneously.  Private GitHub Repository Support This past week we also enabled Git based continuous deployment support for Web Sites from private GitHub and BitBucket repositories (previous to this you could only enable this with public repositories).  Enhancements to Cloud Services Experience The most recent Windows Azure Portal release brings with it some nice usability improvements to Cloud Services: Deploy a Cloud Service from a Windows Azure Storage Account The Windows Azure Portal now supports deploying an application package and configuration file stored in a blob container in Windows Azure Storage. The ability to upload an application package from storage is available when you custom create, or upload to, or update a cloud service deployment. To upload an application package and configuration, create a Cloud Service, then select the file upload dialog, and choose to upload from a Windows Azure Storage Account: To upload an application package from storage, click the “FROM STORAGE” button and select the application package and configuration file to use from the new blob storage explorer in the portal. Configure Windows Azure Caching in a caching enabled cloud service If you have deployed the new dedicated cache within a cloud service role, you can also now configure the cache settings in the portal by navigating to the configuration tab of for your Cloud Service deployment. The configuration experience is similar to the one in Visual Studio when you create a cloud service and add a caching role.  The portal now allows you to add or remove named caches and change the settings for the named caches – all from within the Portal and without needing to redeploy your application. Enhancements to Media Services You can now upload, encode, publish, and play your video content directly from within the Windows Azure Portal.  This makes it incredibly easy to get started with Windows Azure Media Services and perform common tasks without having to write any code. Simply navigate to your media service and then click on the “Content” tab.  All of the media content within your media service account will be listed here: Clicking the “upload” button within the portal now allows you to upload a media file directly from your computer: This will cause the video file you chose from your local file-system to be uploaded into Windows Azure.  Once uploaded, you can select the file within the content tab of the Portal and click the “Encode” button to transcode it into different streaming formats: The portal includes a number of pre-set encoding formats that you can easily convert media content into: Once you select an encoding and click the ok button, Windows Azure Media Services will kick off an encoding job that will happen in the cloud (no need for you to stand-up or configure a custom encoding server).  When it’s finished, you can select the video in the “Content” tab and then click PUBLISH in the command bar to setup an origin streaming end-point to it: Once the media file is published you can point apps against the public URL and play the content using Windows Azure Media Services – no need to setup or run your own streaming server.  You can also now select the file and click the “Play” button in the command bar to play it using the streaming endpoint directly within the Portal: This makes it incredibly easy to try out and use Windows Azure Media Services and test out an end-to-end workflow without having to write any code.  Once you test things out you can of course automate it using script or code – providing you with an incredibly powerful Cloud Media platform that you can use. Enhancements to Virtual Network Experience Over the last few months, we have received feedback on the complexity of the Virtual Network creation experience. With these most recent Portal updates, we have added a Quick Create experience that makes the creation experience very simple. All that an administrator now needs to do is to provide a VNET name, choose an address space and the size of the VNET address space. They no longer need to understand the intricacies of the CIDR format or walk through a 4-page wizard or create a VNET / subnet. This makes creating virtual networks really simple: The portal also now has a “Register DNS Server” task that makes it easy to register DNS servers and associate them with a virtual network. Enhancements to Storage Experience The portal now lets you register custom domain names for your Windows Azure Storage Accounts.  To enable this, select a storage resource and then go to the CONFIGURE tab for a storage account, and then click MANAGE DOMAIN on the command bar: Clicking “Manage Domain” will bring up a dialog that allows you to register any CNAME you want: Summary The above features are all now live in production and available to use immediately.  If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using them today.  Visit the Windows Azure Developer Center to learn more about how to build apps with it. One of the other cool features that is now live within the portal is our new Windows Azure Store – which makes it incredibly easy to try and purchase developer services from a variety of partners.  It is an incredibly awesome new capability – and something I’ll be doing a dedicated post about shortly. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Class member functions instantiated by traits [policies, actually]

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched Stack Overflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate member functions? [Update: I used the wrong term here. It should be "policies" rather than "traits." Traits describe existing classes. Policies prescribe synthetic classes.] The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instantiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits that are tested at runtime. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state information was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. The compiler (VC++ 2008) always complained that things didn't match. I would yell, "SFINAE, you moron!" but the moron is probably me. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice? UPDATE: Here's another try at explaining it. I want the user to be able to fill out an order (manifest) for a custom optimizer, something like ordering off of a Chinese menu - one from column A, one from column B, etc.. Waiter, from column A (updaters), I'll have the BFGS update with Cholesky-decompositon sauce. From column B (line-searchers), I'll have the cubic interpolation line-search with an eta of 0.4 and a rho of 1e-4, please. Etc... UPDATE: Okay, okay. Here's the playing-around that I've done. I offer it reluctantly, because I suspect it's a completely wrong-headed approach. It runs okay under vc++ 2008. #include <boost/utility.hpp> #include <boost/type_traits/integral_constant.hpp> namespace dj { struct CBFGS { void bar() {printf("CBFGS::bar %d\n", data);} CBFGS(): data(1234){} int data; }; template<class T> struct is_CBFGS: boost::false_type{}; template<> struct is_CBFGS<CBFGS>: boost::true_type{}; struct LMQN {LMQN(): data(54.321){} void bar() {printf("LMQN::bar %lf\n", data);} double data; }; template<class T> struct is_LMQN: boost::false_type{}; template<> struct is_LMQN<LMQN> : boost::true_type{}; // "Order form" struct default_optimizer_traits { typedef CBFGS update_type; // Selection from column A - updaters }; template<class traits> class Optimizer; template<class traits> void foo(typename boost::enable_if<is_LMQN<typename traits::update_type>, Optimizer<traits> >::type& self) { printf(" LMQN %lf\n", self.data); } template<class traits> void foo(typename boost::enable_if<is_CBFGS<typename traits::update_type>, Optimizer<traits> >::type& self) { printf("CBFGS %d\n", self.data); } template<class traits = default_optimizer_traits> class Optimizer{ friend typename traits::update_type; //friend void dj::foo<traits>(typename Optimizer<traits> & self); // How? public: //void foo(void); // How??? void foo() { dj::foo<traits>(*this); } void bar() { data.bar(); } //protected: // How? typedef typename traits::update_type update_type; update_type data; }; } // namespace dj int main() { dj::Optimizer<> opt; opt.foo(); opt.bar(); std::getchar(); return 0; }

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  • css menu for cross browser...mobile and desktop

    - by user1763319
    I made a cross browser drop down menu, which works well with IE6. However, I have problems with other browsers such as IE9, Firefox, Chrome... etc. How can I modify my HTML and CSS to get the same effect that works in IE6? Link to JSFiddle Here is my CSS: <style> .bar ul,li{ z-index:999; margin:0; padding:0; } .bar { color: #FFFFFF; font-weight: bold; text-align: center; } .bar a { padding: 11px; } .bar a:visited { color: #FFFFFF; font-weight: bold; text-decoration:none } .bar a:link { color: #FFFFFF; font-weight: bold; text-decoration:none } .bar a:hover { color: #FFFFFF; font-weight: bold; text-decoration:underline } #nav0{ list-style:none; font-weight:bold; /* Clear floats */ float:left; width:100%; } #nav0 li{ float:left; margin-right:10px; position:relative; } #nav0 a{ display:block; padding:5px; color:#fff; background:#003399; text-decoration:none; } #nav0 a:hover{ color:#fff; background:#333; text-decoration:underline; } /*--- DROPDOWN ---*/ #nav0 ul{ background:#fff; background:rgba(255,255,255,0); list-style:none; position:absolute; left:-9999px; } #nav0 ul li{ padding-top:1px; float:none; } #nav0 ul a{ white-space:nowrap; } #nav0 li:hover ul{ left:0; } #nav0 li:hover a{ text-decoration:underline; } #nav0 li:hover ul a{ text-decoration:none; } #nav0 li:hover ul li a:hover{ background:#333; } #nav0 li ul li a{ text-align: left; } #nav0 li:hover ul li ul { display:block; background:#003399; float:left; position:relative; padding-left:20px; } #nav0 li ul li:hover ul { display:block; background:#003399; float:left; position:relative; padding-left:20px; } </style> Here is my HTML: <body bgcolor="#79A6A6"> <div id="page" align="center"> <table class="bar" border="0" width="960" cellspacing="0" cellpadding="0" id="table_bar" bgcolor="#003399"> <tr> <td> <ul id="nav0"> <li><a><strong>Home</strong> </a> <ul> <li><a href="#" title>Top Item 1</a><ul> <li><a href="#" title="-">Item 1</a></li> <li><a href="#" title="-">Item 2</a></li> </ul> </li> <li><a href="#" title>Top Item 2</a><ul> <li><a href="@" title>Item 3</a></li> <li><a href="@" title>Item 4</a></li> </ul> </li> </ul> </li> <li><a><strong>Home</strong> </a> <ul> <li><a href="#" title>Top Title</a><ul> <li><a href="#" title="-">title</a></li> <li><a href="#" title="-">title123456789</a></li> </ul> </li> <li><a href="#" title>Top Hello</a><ul> <li><a href="@" title>hello</a></li> <li><a href="@" title>hello123456789</a></li> </ul> </li> </ul> </li> </ul> </li> <ul> </ul> </td> <td width="50" style="text-align: left">&nbsp;</td> </tr> </table> </div> </body> In ie6 Home Top Item 1 Item 1 Item 2 Top Item 2 Item3 Item4 In ie9 Home Top Item 1 Top Item 2 Item 2 Item 3 Item 4

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  • Open Elevated "Administrator:" cmd prompt instead of "cmd prompt (Running as Administrator)"

    - by naspinski
    If you open a command prompt with a runas command, you will see a window that shows (Running as some_user) In the title bar, but if you right click on cmd.exe and choose Run as Administrator you will get a window that has: Administrator cmd.exe In the title bar. Oddly enough, these windows exhibit different behavior. My question is how can I get the Administrator cmd.exe command prompt via command line? Or if it is even possible?

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  • How to avoid the configuring ms office dialog box

    - by user23950
    I always see the configuring ms office with a an endless progress bar, 2 or more weeks after I installed ms office(2000, 2003, 2010 beta). I'm not exactly sure what it is called but it is trying to configure ms office.Or maybe repairing the installation. And it sucks because when I need to access ms word NOW, I can only see that box with the progress bar. And when I press cancel, it won't open ms word, or maybe the whole suite(ms word, powerpoint, excel) What might be a possible solution to this?anyone here who has encountered it before

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  • in Open Office Calc, how do I drag and drop cells to insert rather than replace their destination?

    - by joachim
    I want to rearrange rows with the mouse in Calc. In Excel, I select the whole row, then drag and drop it while holding SHIFT. This causes the drag and drop cursor to turn into a bar rather than cells, and the cells are inserted at the bar's position. Is there a way to accomplish the same sort of thing in Calc without going round the houses inserting columns before the drag operation?

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