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  • ReSharper 5.0s LINQ Refactoring Continues to be Amazing!

      In this post, well take a straight forward procedure based set of code and convert it to LINQ using a ReSharper from JetBrains suggestion.   The initial code is as follows: int... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Method chaining vs encapsulation

    - by Oak
    There is the classic OOP problem of method chaining vs "single-access-point" methods: main.getA().getB().getC().transmogrify(x, y) vs main.getA().transmogrifyMyC(x, y) The first seems to have the advantage that each class is only responsible for a smaller set of operations, and makes everything a lot more modular - adding a method to C doesn't require any effort in A, B or C to expose it. The downside, of course, is weaker encapsulation, which the second code solves. Now A has control of every method that passes through it, and can delegate it to its fields if it wants to. I realize there's no single solution and it of course depends on context, but I would really like to hear some input about other important differences between the two styles, and under what circumstances should I prefer either of them - because right now, when I try to design some code, I feel like I'm just not using the arguments to decide one way or the other.

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  • Why can we delete some built-in properties of global object?

    - by demix
    I'm reading es5 these days and find that [[configurable]] attribute in some built-in properties of global object is set to true which means we can delete these properties. For example: the join method of Array.prototype object have attributes {[[Writable]]:true, [[Enumerable]]: false, [[Configurable]]: true} So we can easily delete the join method for Array like: delete Array.prototype.join; alert([1,2,3].join); The alert will display undefined in my chromium 17,firefox 9 ,ie 10,even ie6; In Chrome 15 & safari 5.1.1 the [[configurable]] attribute is set to true and delete result is also true but the final result is still function(){[native code]}. Seems like this is a bug and chromium fix it. I haven't notice that before. In my opinion, delete built-in functions in user's code is dangerous, and will bring out so many bugs when working with others.So why ECMAScript make this decision?

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  • Data Transformation Pipeline

    - by davenewza
    I have create some kind of data pipeline to transform coordinate data into more useful information. Here is the shell of pipeline: public class PositionPipeline { protected List<IPipelineComponent> components; public PositionPipeline() { components = new List<IPipelineComponent>(); } public PositionPipelineEntity Process(Position position) { foreach (var component in components) { position = component.Execute(position); } return position; } public PositionPipeline RegisterComponent(IPipelineComponent component) { components.Add(component); return this; } } Every IPipelineComponent accepts and returns the same type - a PositionPipelineEntity. Code: public interface IPipelineComponent { PositionPipelineEntity Execute(PositionPipelineEntity position); } The PositionPipelineEntity needs to have many properties, many which are unused in certain components and required in others. Some properties will also have become redundant at the end of the pipeline. For example, these components could be executed: TransformCoordinatesComponent: Parse the raw coordinate data into a Coordinate type. DetermineCountryComponent: Determine and stores country code. DetermineOnRoadComponent: Determine and store whether coordinate is on a road. Code: pipeline .RegisterComponent(new TransformCoordinatesComponent()) .RegisterComponent(new DetermineCountryComponent()) .RegisterComponent(new DetermineOnRoadComponent()); pipeline.Process(positionPipelineEntity); The PositionPipelineEntity type: public class PositionPipelineEntity { // Only relevant to the TransformCoordinatesComponent public decimal RawCoordinateLatitude { get; set; } // Only relevant to the TransformCoordinatesComponent public decimal RawCoordinateLongitude { get; set; } // Required by all components after TransformCoordinatesComponent public Coordinate CoordinateLatitude { get; set; } // Required by all components after TransformCoordinatesComponent public Coordinate CoordinateLongitude { get; set; } // Set in DetermineCountryComponent, not required anywhere. // Requires CoordinateLatitude and CoordinateLongitude (TransformCoordinatesComponent) public string CountryCode { get; set; } // Set in DetermineOnRoadComponent, not required anywhere. // Requires CoordinateLatitude and CoordinateLongitude (TransformCoordinatesComponent) public bool OnRoad { get; set; } } Problems: I'm very concerned about the dependency that a component has on properties. The way to solve this would be to create specific types for each component. The problem then is that I cannot chain them together like this. The other problem is the order of components in the pipeline matters. There is some dependency. The current structure does not provide any static or runtime checking for such a thing. Any feedback would be appreciated.

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  • how to generate number pattern in triangular form

    - by Vignesh Vicky
    I want to print this pattern like right angled triangle 0 909 89098 7890987 678909876 56789098765 4567890987654 345678909876543 23456789098765432 1234567890987654321 I wrote following code # include<stdio.h> # include<conio.h> void main() { clrscr(); int i,j,x,z,k,f=1; for ( i=10;i>=1;i--,f++) { for(j=1;j<=f;j++,k--) { k=i; if(k!=10) { printf("%d",k); } if(k==10) { printf("0"); } } for(x=1;x<f;x++,z--) { z=9; printf("%d",z); } printf("%d/n"); } getch(); } what is wrong with this code? when i check manually it seems correct but when compiled gives different pattern

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  • Headaches using distributed version control for traditional teams?

    - by J Cooper
    Though I use and like DVCS for my personal projects, and can totally see how it makes managing contributions to your project from others easier (e.g. your typical Github scenario), it seems like for a "traditional" team there could be some problems over the centralized approach employed by solutions like TFS, Perforce, etc. (By "traditional" I mean a team of developers in an office working on one project that no one person "owns", with potentially everyone touching the same code.) A couple of these problems I've foreseen on my own, but please chime in with other considerations. In a traditional system, when you try to check your change in to the server, if someone else has previously checked in a conflicting change then you are forced to merge before you can check yours in. In the DVCS model, each developer checks in their changes locally and at some point pushes to some other repo. That repo then has a branch of that file that 2 people changed. It seems that now someone must be put in charge of dealing with that situation. A designated person on the team might not have sufficient knowledge of the entire codebase to be able to handle merging all conflicts. So now an extra step has been added where someone has to approach one of those developers, tell him to pull and do the merge and then push again (or you have to build an infrastructure that automates that task). Furthermore, since DVCS tends to make working locally so convenient, it is probable that developers could accumulate a few changes in their local repos before pushing, making such conflicts more common and more complicated. Obviously if everyone on the team only works on different areas of the code, this isn't an issue. But I'm curious about the case where everyone is working on the same code. It seems like the centralized model forces conflicts to be dealt with quickly and frequently, minimizing the need to do large, painful merges or have anyone "police" the main repo. So for those of you who do use a DVCS with your team in your office, how do you handle such cases? Do you find your daily (or more likely, weekly) workflow affected negatively? Are there any other considerations I should be aware of before recommending a DVCS at my workplace?

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  • Making a Camera look at a target Vector

    - by Peteyslatts
    I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called SetTarget(). The method takes in a Vector3 target. The camera wont move but I need it to rotate to look at the target. If I just set the target, and then call CreateLookAt() (which takes in position, target, and up), when the object gets far enough away and underneath the camera, it suddenly flips right side up. So I need to transform the up vector, which currently always stays at Vector3.Up. I feel like this has something to do with taking the angle between the old direction vector and the new one (which I know can be expressed by target - position). I feel like this is all really vague, so here's the code for my base camera class: public class BasicCamera : Microsoft.Xna.Framework.GameComponent { public Matrix view { get; protected set; } public Matrix projection { get; protected set; } public Vector3 position { get; protected set; } public Vector3 direction { get; protected set; } public Vector3 up { get; protected set; } public Vector3 side { get { return Vector3.Cross(up, direction); } protected set { } } public BasicCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game) { this.position = position; this.direction = target - position; this.up = up; CreateLookAt(); projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, (float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height, 1, 500); } public override void Update(GameTime gameTime) { // TODO: Add your update code here CreateLookAt(); base.Update(gameTime); } } And this is the code for the class that extends the above class to look at its target. class TargetedCamera : BasicCamera { public Vector3 target { get; protected set; } public TargetedCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game, position, target, up) { this.target = target; } public void SetTarget(Vector3 target) { direction = target - position; } protected override void CreateLookAt() { view = Matrix.CreateLookAt(position, target, up); } }

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  • SFML 2.0 Too Many Variables in Class Preventing Draw To Screen

    - by Josh
    This is a very strange phenomenon to me. I have a class definition for a game, but when I add another variable to the class, the draw method does not print everything to the screen. It will be easier understood showing the code and output. Code for good draw output: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; //int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: Code for missing draw: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: As you can see, all I do is un-comment the protected array and most of the pegs are gone from the right hand side. I have checked and made sure that I didn't accidentally created a variable with that name already. I haven't used it anywhere. Why does it not draw the remaining pegs as it should? My only thought is that maybe I am declaring too many variables for the class, but that doesn't really make sense to me. Any thoughts and help is greatly appreciated.

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  • How to prevent a 404 Error when installing a subdomain using a wordpress multi-site installation

    - by Chris
    I have installed a multi-site instillation of WordPress onto my domain. I then added the necessary code to the wp-config.php file and .htaccess as instructed by WordPress. I also installed a plugin called Quick Page/Post Redirect Plugin which allowed me to place a 301 redirect onto the main domain as I only want to use the sub domain and not the main domain. Then I also added the following line of code to the wp-config.php file to redirect the main domain define( 'NOBLOGREDIRECT', 'URL Redirect Address' ); The site works fine with a redirect on the main domain and my subdomain runs fine when you type in subdomain.domain.com or http://subdomain.domain.com. However when I enter www.subdomain.domain.com or http://www.subdomain.domain.com the following error message is returned: Not Found The requested URL / was not found on this server. Apache/2.4.9 (Unix) Server at www.subdomain.domain.com Port 80 Any help with this would be much appreciated.

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  • creating object parameters in {}?

    - by RealityDysfunction
    I am trying to decode a piece of code from a book: List<Person> people = new List<Person>() { new Person {FirstName="Homer",LastName="Simpson",Age=47}, new Person {FirstName="Marge",LastName="Simpson",Age=45} }; Person is just a simple class they made, with a bunch of fields: Name, Last Name, etc... What I don't understand is, don't we send parameters to a constructor of Person in non-curly brackets? I tried replicating this code, but it doesn't seem to fly, any takers? Thanks for input.

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • Webinar on Cross Platform Development with MonoTouch for the iPhone and Mono for Android on Wednesday

    - by Wallym
    The iPhone and Android are dominant in the marketplace. The two platforms currently have 85% of the smartphone marketplace and are continuing to grow that marketshare. Developers are being tasked with targeting these two platforms. In this session, we’ll take a high level look at how we can use c# and .NET knowledge to share code between iOS and and Android. We’ll look at linked files, using the Xamarin Mobile API, the challenges of running across platforms and frameworks, as well as other features of Visual Studio, Monotouch, MonoDevelop, and Mono for Android that allows us to write as much code that can run on both platforms.Here is the registration link: https://www302.livemeeting.com/lrs/8001676474/Registration.aspx?pageName=2w197495hzh0t56g

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  • .NET Compiler Platform (Roslyn) , its relevance to developer community and its performance? [on hold]

    - by jerriclynsjohn
    I'm just starting out with a Code-Quality-plugin development for my organization based on the recently released .NET Compiler Platform APIs (Roslyn APIs). I would like to know what are the most relevant possible ways that it could be used by the developer community apart from the usual IDE experience as answered in other questions. I was wondering the implications of opening up a compiler to general public and never came across anything "breakthrough", that could possibly add up to the value of IDE experiences. Is there any performance bottleneck for its implementation since the compiler itself is managed code?

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  • php change uploaded file owner

    - by shantanu
    I installed php5 , mysql and apache2 without any error. Everything is working fine. apache2's Root directory is /var/www (permission is 775). Problem is when i upload a file using php code it change the owner of uploaded file (as root). So i can not read this file from another code without changing owner of file manually. Is there is anyway to solve this problem? Should i add user to php group (how)? Thanks in advance.

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  • LWJGL - Mixing 2D and 3D

    - by nathan
    I'm trying to mix 2D and 3D using LWJGL. I have wrote 2D little method that allow me to easily switch between 2D and 3D. protected static void make2D() { glEnable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); glOrtho(0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); } protected static void make3D() { glDisable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective(45.0f, ((float) SCREEN_WIDTH / (float) SCREEN_HEIGHT), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); } The in my rendering code i would do something like: make2D(); //draw 2D stuffs here make3D(); //draw 3D stuffs here What i'm trying to do is to draw a 3D shape (in my case a quad) and i 2D image. I found this example and i took the code from TextureLoader, Texture and Sprite to load and render a 2D image. Here is how i load the image. TextureLoader loader = new TextureLoader(); Sprite s = new Sprite(loader, "player.png") And how i render it: make2D(); s.draw(0, 0); It works great. Here is how i render my quad: glTranslatef(0.0f, 0.0f, 30.0f); glScalef(12.0f, 9.0f, 1.0f); DrawUtils.drawQuad(); Once again, no problem, the quad is properly rendered. DrawUtils is a simple class i wrote containing utility method to draw primitives shapes. Now my problem is when i want to mix both of the above, loading/rendering the 2D image, rendering the quad. When i try to load my 2D image with the following: s = new Sprite(loader, "player.png); My quad is not rendered anymore (i'm not even trying to render the 2D image at this point). Only the fact of creating the texture create the issue. After looking a bit at the code of Sprite and TextureLoader i found that the problem appears after the call of the glTexImage2d. In the TextureLoader class: glTexImage2D(target, 0, dstPixelFormat, get2Fold(bufferedImage.getWidth()), get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat, GL_UNSIGNED_BYTE, textureBuffer); Commenting this like make the problem disappear. My question is then why? Is there anything special to do after calling this function to do 3D? Does this function alter the render part, the projection matrix?

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • Which specific practices could be called "software craftsmanship" rather than "software engineering"?

    - by FinnNk
    Although not a new idea there seems to have been a big increase in the interest in software craftsmanship over the last couple of years (notably the often recommended book Clean Code's full title is Clean Code: A Handbook of Agile Software Craftsmanship). Personally I see software craftsmanship as good software engineering with an added interest in ensuring that the end result is a joy to work with (both as an end user and as someone maintaining that software) - and also that its focus is more at the coding level of things than the higher level process things. To draw an analogy - there were lots of buildings constructed in the 50s and 60s in a very modern style which took very little account of the people who would be living in them or how those buildings would age over time. Many of those buildings rapidly developed into slums or have been demolished long before their expected lifespans. I'm sure most developers with a few years under their belts will have experienced similar codebases. What are the specific things that a software craftsman might do that a software engineer (possibly a bad one) might not?

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • EntSSO stopped working

    - by blomqvist
    My EntSSO (Enterprise Single Sign-On Server, part of BizTalk) did not start today, with the message: The SSO service failed to start. Error Code: 0x80131700 Could not create SSOSQL. To fix the problem, reinstall SSO or try 'regasm SSOSQL.dll' from a Visual Studio command prompt. Error Code: 0x80131700   The only reason for this that I can think of is that I have just installed the .net framework 4.0 RC but I have not verified this. The solution suggest in the error message works like a charm! Open a Visual Studio command prompt and run this command: regasm  ‘C:\Program Files\Common Files\Enterprise Single Sign-On\SSOSQL.dll’ Problem solved!

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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  • Stylecop 4.5.20.0 is available

    - by TATWORTH
    Stylecop 4.5.20.0 is available is available at http://stylecop.codeplex.com/releases/view/62209 This is the StyleCop 4.5 RC8. "This release includes the very latest StyleCop for ReSharper plugin and will automatically uninstall previous versions of StyleCop. This updated release contains around 200 bug fixes since the 4.4 RTW release and includes 5 new rules. Support for the async CTP is also added. SA1125 - UseShorthandForNullableTypes SA1411 - AttributeConstructorMustNotUseUnnecessaryParenthesis SA1517 - CodeMustNotContainBlankLinesAtStartOfFile SA1518 - CodeMustNotContainBlankLinesAtEndOfFile SA1649 - FileHeaderFileNameDocumentationMustMatchTypeName" StyleCop / Resharper 5.0 integration continues to improve. If you have not yet used them in your C# development, I urge you to try them out. I have found StyleCop 4.5 RC8 (and its RC predecessors) to be stable. Making changes to the code to make it style cop compliant is now very much easier. Can't code withoutThe best C# & VB.NET refactoring plugin for Visual Studio

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  • Determining Whether a String Is Contained Within a String Array (Case Insensitive)

    About once every couple of months I need to write a bit of code that does one thing if a particular string is found within an array of strings and something else if it is not ignoring differences in case. For whatever reason, I never seem to remember the code snippet to accomplish this, so after spending 10 minutes of research today I thought I'd write it down here in an effort to help commit it to memory or, at the very least, serve as a quick place to find the answer when the need arises again.So without further adieu, here it is:Visual Basic Version:If stringArrayName.Contains("valueToLookFor", StringComparer.OrdinalIgnoreCase) Then ... Else ... End IfC# Version:if (stringArrayName.Contains("valueToLookFor", StringComparer.OrdinalIgnoreCase)) ... else ...Without the StringComparer.OrdinalIgnoreCase the search will be case-sensitive. For more information on comparing strings, see: New Recommendations for Using Strings in Microsoft .NET 2.0.Happy Programming!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How essential is it to make a service layer?

    - by BornToCode
    I started building an app in 3 layers (DAL, BL, UI) [it mainly handles CRM, some sales reports and inventory]. A colleague told me that I must move to service layer pattern, that developers came to service pattern from their experience and it is the better approach to design most applications. He said it would be much easier to maintain the application in the future that way. Personally, I get the feeling that it's just making things more complex and I couldn't see much of a benefit from it that would justify that. This app does have an additional small partial ui that uses some (but only few) of the desktop application functions so I did find myself duplicating some code (but not much). Just because of some code duplication I wouldn't convert it to be service oriented, but he said I should use it anyway because in general it's a very good architecture, why programmers are so in love with services?? I tried to google on it but I'm still confused and can't decide what to do.

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  • Download files from a SharePoint site using the RSSBus SSIS Components

    - by dataintegration
    In this article we will show how to use a stored procedure included in the RSSBus SSIS Components for SharePoint to download files from SharePoint. While the article uses the RSSBus SSIS Components for SharePoint, the same process will work for any of our SSIS Components. Step 1: Open Visual Studio and create a new Integration Services Project. Step 2: Add a new Data Flow Task to the Control Flow screen and open the Data Flow Task. Step 3: Add an RSSBus SharePoint Source to the Data Flow Task. Step 4: In the RSSBus SharePoint Source, add a new Connection Manager, and add your credentials for the SharePoint site. Step 5: Now from the Table or View dropdown, choose the name of the Document Library that you are going to back up and close the wizard. Step 6: Add a Script Component to the Data Flow Task and drag an output arrow from the 'RSSBus SharePoint Source' to it. Step 7: Open the Script Component, go to edit the Input Columns, and choose all the columns. Step 8: This will open a new Visual Studio instance, with a project in it. In this project add a reference to the RSSBus.SSIS2008.SharePoint assembly available in the RSSBus SSIS Components for SharePoint installation directory. Step 9: In the 'ScriptMain' class, add the System.Data.RSSBus.SharePoint namespace and go to the 'Input0_ProcessInputRow' method (this method's name may vary depending on the input name in the Script Component). Step 10: In the 'Input0_ProcessInputRow' method, you can add code to use the DownloadDocument stored procedure. Below we show the sample code: String connString = "Offline=False;Password=PASSWORD;User=USER;URL=SHAREPOINT-SITE"; String downloadDir = "C:\\Documents\\"; SharePointConnection conn = new SharePointConnection(connString); SharePointCommand comm = new SharePointCommand("DownloadDocument", conn); comm.CommandType = CommandType.StoredProcedure; comm.Parameters.Clear(); String file = downloadDir+Row.LinkFilenameNoMenu.ToString(); comm.Parameters.Add(new SharePointParameter("@File", file)); String list = Row.ServerUrl.ToString().Split('/')[1].ToString(); comm.Parameters.Add(new SharePointParameter("@Library", list)); String remoteFile = Row.LinkFilenameNoMenu.ToString(); comm.Parameters.Add(new SharePointParameter("@RemoteFile", remoteFile)); comm.ExecuteNonQuery(); After saving your changes to the Script Component, you can execute the project and find the downloaded files in the download directory. SSIS Sample Project To help you with getting started using the SharePoint Data Provider within SQL Server SSIS, download the fully functional sample package. You will also need the SharePoint SSIS Connector to make the connection. You can download a free trial here. Note: Before running the demo, you will need to change your connection details in both the 'Script Component' code and the 'Connection Manager'.

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  • Optimizing a thread safe Java NIO / Serialization / FIFO Queue [migrated]

    - by trialcodr
    I've written a thread safe, persistent FIFO for Serializable items. The reason for reinventing the wheel is that we simply can't afford any third party dependencies in this project and want to keep this really simple. The problem is it isn't fast enough. Most of it is undoubtedly due to reading and writing directly to disk but I think we should be able to squeeze a bit more out of it anyway. Any ideas on how to improve the performance of the 'take'- and 'add'-methods? /** * <code>DiskQueue</code> Persistent, thread safe FIFO queue for * <code>Serializable</code> items. */ public class DiskQueue<ItemT extends Serializable> { public static final int EMPTY_OFFS = -1; public static final int LONG_SIZE = 8; public static final int HEADER_SIZE = LONG_SIZE * 2; private InputStream inputStream; private OutputStream outputStream; private RandomAccessFile file; private FileChannel channel; private long offs = EMPTY_OFFS; private long size = 0; public DiskQueue(String filename) { try { boolean fileExists = new File(filename).exists(); file = new RandomAccessFile(filename, "rwd"); if (fileExists) { size = file.readLong(); offs = file.readLong(); } else { file.writeLong(size); file.writeLong(offs); } } catch (FileNotFoundException e) { throw new RuntimeException(e); } catch (IOException e) { throw new RuntimeException(e); } channel = file.getChannel(); inputStream = Channels.newInputStream(channel); outputStream = Channels.newOutputStream(channel); } /** * Add item to end of queue. */ public void add(ItemT item) { try { synchronized (this) { channel.position(channel.size()); ObjectOutputStream s = new ObjectOutputStream(outputStream); s.writeObject(item); s.flush(); size++; file.seek(0); file.writeLong(size); if (offs == EMPTY_OFFS) { offs = HEADER_SIZE; file.writeLong(offs); } notify(); } } catch (IOException e) { throw new RuntimeException(e); } } /** * Clears overhead by moving the remaining items up and shortening the file. */ public synchronized void defrag() { if (offs > HEADER_SIZE && size > 0) { try { long totalBytes = channel.size() - offs; ByteBuffer buffer = ByteBuffer.allocateDirect((int) totalBytes); channel.position(offs); for (int bytes = 0; bytes < totalBytes;) { int res = channel.read(buffer); if (res == -1) { throw new IOException("Failed to read data into buffer"); } bytes += res; } channel.position(HEADER_SIZE); buffer.flip(); for (int bytes = 0; bytes < totalBytes;) { int res = channel.write(buffer); if (res == -1) { throw new IOException("Failed to write buffer to file"); } bytes += res; } offs = HEADER_SIZE; file.seek(LONG_SIZE); file.writeLong(offs); file.setLength(HEADER_SIZE + totalBytes); } catch (IOException e) { throw new RuntimeException(e); } } } /** * Returns the queue overhead in bytes. */ public synchronized long overhead() { return (offs == EMPTY_OFFS) ? 0 : offs - HEADER_SIZE; } /** * Returns the first item in the queue, blocks if queue is empty. */ public ItemT peek() throws InterruptedException { block(); synchronized (this) { if (offs != EMPTY_OFFS) { return readItem(); } } return peek(); } /** * Returns the number of remaining items in queue. */ public synchronized long size() { return size; } /** * Removes and returns the first item in the queue, blocks if queue is empty. */ public ItemT take() throws InterruptedException { block(); try { synchronized (this) { if (offs != EMPTY_OFFS) { ItemT result = readItem(); size--; offs = channel.position(); file.seek(0); if (offs == channel.size()) { truncate(); } file.writeLong(size); file.writeLong(offs); return result; } } return take(); } catch (IOException e) { throw new RuntimeException(e); } } /** * Throw away all items and reset the file. */ public synchronized void truncate() { try { offs = EMPTY_OFFS; file.setLength(HEADER_SIZE); size = 0; } catch (IOException e) { throw new RuntimeException(e); } } /** * Block until an item is available. */ protected void block() throws InterruptedException { while (offs == EMPTY_OFFS) { try { synchronized (this) { wait(); file.seek(LONG_SIZE); offs = file.readLong(); } } catch (IOException e) { throw new RuntimeException(e); } } } /** * Read and return item. */ @SuppressWarnings("unchecked") protected ItemT readItem() { try { channel.position(offs); return (ItemT) new ObjectInputStream(inputStream).readObject(); } catch (ClassNotFoundException e) { throw new RuntimeException(e); } catch (IOException e) { throw new RuntimeException(e); } } }

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