Search Results

Search found 8970 results on 359 pages for 'out into space'.

Page 86/359 | < Previous Page | 82 83 84 85 86 87 88 89 90 91 92 93  | Next Page >

  • Recovering from apt-get upgrade gone wrong due to a full disk

    - by Peter
    I was performing an apt-get upgrade on an Ubuntu 12.04.5 LTS box that hadn't been updated in a little while and the upgrade failed due to 'No space left on device'. After a little while I worked out space meant inodes and I have freed some up but unfortunately things have been left something askew. I have tried manually installing the old versions of packages mentioned using dpkg -i but that doesn't help. I have tried apt-get upgrade and apt-get -f install to no avail. Results are below. Any ideas how to fix things up? FIXED: Installing the earlier versions again manually via dpkg -i and then apt-get -f install has done the trick. Not sure why this didn't work the first time. The packages in question are listed below but they will presumably vary. libssl1.0.0_1.0.1-4ubuntu5.14_i386.deb linux-headers-3.2.0-64-generic-pae_3.2.0-64.97_i386.deb linux-image-generic-pae_3.2.0.64.76_i386.deb linux-headers-3.2.0-64_3.2.0-64.97_all.deb linux-headers-generic-pae_3.2.0.64.76_i386.deb root@unlinked:/tmp# apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done You might want to run ‘apt-get -f install’ to correct these. The following packages have unmet dependencies. libssl-dev : Depends: libssl1.0.0 (= 1.0.1-4ubuntu5.14) but 1.0.1-4ubuntu5.17 is installed linux-generic-pae : Depends: linux-image-generic-pae (= 3.2.0.64.76) but 3.2.0.67.79 is installed Depends: linux-headers-generic-pae (= 3.2.0.64.76) but 3.2.0.67.79 is installed E: Unmet dependencies. Try using -f. root@unlinked:/tmp# apt-get -f install Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages were automatically installed and are no longer required: linux-headers-3.2.0-43-generic-pae linux-headers-3.2.0-38-generic-pae linux-headers-3.2.0-41-generic-pae linux-headers-3.2.0-36-generic-pae linux-headers-3.2.0-63-generic-pae linux-headers-3.2.0-58-generic-pae linux-headers-3.2.0-60-generic-pae linux-headers-3.2.0-55-generic-pae linux-headers-3.2.0-40 linux-headers-3.2.0-41 linux-headers-3.2.0-36 linux-headers-3.2.0-37 linux-headers-3.2.0-43 linux-headers-3.2.0-38 linux-headers-3.2.0-44 linux-headers-3.2.0-39 linux-headers-3.2.0-45 linux-headers-3.2.0-51 linux-headers-3.2.0-52 linux-headers-3.2.0-53 linux-headers-3.2.0-48 linux-headers-3.2.0-54 linux-headers-3.2.0-60 linux-headers-3.2.0-55 linux-headers-3.2.0-61 linux-headers-3.2.0-56 linux-headers-3.2.0-57 linux-headers-3.2.0-63 linux-headers-3.2.0-58 linux-headers-3.2.0-59 linux-headers-3.2.0-52-generic-pae linux-headers-3.2.0-44-generic-pae linux-headers-3.2.0-39-generic-pae linux-headers-3.2.0-37-generic-pae linux-headers-3.2.0-59-generic-pae linux-headers-3.2.0-61-generic-pae linux-headers-3.2.0-56-generic-pae linux-headers-3.2.0-53-generic-pae linux-headers-3.2.0-48-generic-pae linux-headers-3.2.0-45-generic-pae linux-headers-3.2.0-40-generic-pae linux-headers-3.2.0-57-generic-pae linux-headers-3.2.0-54-generic-pae linux-headers-3.2.0-51-generic-pae Use 'apt-get autoremove' to remove them. The following extra packages will be installed: libssl-dev linux-generic-pae The following packages will be upgraded: libssl-dev linux-generic-pae 2 to upgrade, 0 to newly install, 0 to remove and 0 not to upgrade. 2 not fully installed or removed. Need to get 0 B/1,427 kB of archives. After this operation, 1,024 B of additional disk space will be used. Do you want to continue [Y/n]? y dpkg: dependency problems prevent configuration of libssl-dev: libssl-dev depends on libssl1.0.0 (= 1.0.1-4ubuntu5.14); however: Version of libssl1.0.0 on system is 1.0.1-4ubuntu5.17. dpkg: error processing libssl-dev (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates it's a follow-up error from a previous failure. dpkg: dependency problems prevent configuration of linux-generic-pae: linux-generic-pae depends on linux-image-generic-pae (= 3.2.0.64.76); however: Version of linux-image-generic-pae on system is 3.2.0.67.79. linux-generic-pae depends on linux-headers-generic-pae (= 3.2.0.64.76); however: Version of linux-headers-generic-pae on system is 3.2.0.67.79. dpkg: error processing linux-generic-pae (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates it's a follow-up error from a previous failure. Errors were encountered while processing: libssl-dev linux-generic-pae E: Sub-process /usr/bin/dpkg returned an error code (1)

    Read the article

  • Get your content off Blogger.com

    - by Daniel Moth
    Due to blogger.com deprecating FTP users I've decided to move my blog. When I think of the content of a blog, 4 items come to mind: blog posts, comments, binary files that the blog posts linked to (e.g. images, ZIP files) and the CSS+structure of the blog. 1. Binaries The binary files you used in your blog posts are sitting on your own web space, so really blogger.com is not involved with that. Nothing for you to do at this stage, I'll come back to these in another post. 2. CSS and structure In the best case this exists as a separate CSS file on your web space (so no action for now) or in a worst case, like me, your CSS is embedded with the HTML. In the latter case, simply navigate from you dashboard to "Template" then "Edit HTML" and copy paste the contents of the box. Save that locally in a txt file and we'll come back to that in another post. 3. Blog posts and Comments The blog posts and comments exist in all the HTML files on your own web space. Parsing HTML files to extract that can be painful, so it is easier to download the XML files from blogger's servers that contain all your blog posts and comments. 3.1 Single XML file, but incomplete The obvious thing to do is go into your dashboard "Settings" and under the "Basic" tab look at the top next to "Blog Tools". There is a link there to "Export blog" which downloads an XML file with both comments and posts. The problem with that is that it only contains 200 comments - if you have more than that, you will lose the surplus. Also, this XML file has a lot of noise, compared to the better solution described next. (note that a tool I will refer to in a future post deals with either kind of XML file) 3.2 Multiple XML files First you need to find your blog ID. In case you don't know what that is, navigate to the "Template" as described in section 2 above. You will find references to the blog id in the HTML there, but you can also see it as part of the URL in your browser: blogger.com/template-edit.g?blogID=YOUR_NUMERIC_ID. Mine is 7 digits. You can now navigate to these URLs to download the XML for your posts and comments respectively: blogger.com/feeds/YOUR_NUMERIC_ID/posts/default?max-results=500&start-index=1 blogger.com/feeds/YOUR_NUMERIC_ID/comments/default?max-results=200&start-index=1 Note that you can only get 500 posts at a time and only 200 comments at a time. To get more than that you have to change the URL and download the next batch. To get you started, to get the XML for the next 500 posts and next 200 comments respectively you’d have to use these URLs: blogger.com/feeds/YOUR_NUMERIC_ID/posts/default?max-results=500&start-index=501 blogger.com/feeds/YOUR_NUMERIC_ID/comments/default?max-results=200&start-index=201 ...and so on and so forth. Keep all the XML files in the same folder on your local machine (with nothing else in there). 4. Validating the XML aka editing older blog posts The XML files you just downloaded really contain HTML fragments inside for all your blog posts. If you are like me, your blog posts did not conform to XHTML so passing them to an XML parser (which is what we will want to do) will result in the XML parser choking. So the next step is to fix that. This can be no work at all for you, or a huge time sink or just a couple hours of pain (which was my case). The process I followed was to attempt to load the XML files using XmlDocument.Load and wait for the exception to be thrown from my code. The exception would point to the exact offending line and column which would help me fix the issue. Rather than fix it in the XML itself, I would go back and edit the offending blog post and fix it there - recommended! Then I'd repeat the cycle until the XML could be loaded in the XmlDocument. To give you an idea, some of the issues I encountered are: extra or missing quotes in img and href elements, direct usage of chevrons instead of encoding them as &lt;, missing closing tags, mismatched nested pairs of elements and capitalization of html elements. For a full list of things that may go wrong see this. 5. Opportunity for other changes I also found a few posts that did not have a category assigned so I fixed those too. I took the further opportunity to create new categories and tag some of my blog posts with that. Note that I did not remove/change categories of existing posts, but only added.   In an another post we'll see how to use the XML files you stored in the local folder… Comments about this post welcome at the original blog.

    Read the article

  • How to Sync Any Folder With SkyDrive on Windows 8.1

    - by Chris Hoffman
    Before Windows 8.1, it was possible to sync any folder on your computer with SkyDrive using symbolic links. This method no longer works now that SkyDrive is baked into Windows 8.1, but there are other tricks you can use. Creating a symbolic link or directory junction inside your SkyDrive folder will give you an empty folder in your SkyDrive cloud storage. Confusingly, the files will appear inside the SkyDrive Modern app as if they were being synced, but they aren’t. The Solution With SkyDrive refusing to understand and accept symbolic links in its own folder, the best option is probably to use symbolic links anyway — but in reverse. For example, let’s say you have a program that automatically saves important data to a folder anywhere on your hard drive — whether it’s C:\Users\USER\Documents\, C:\Program\Data, or anywhere else. Rather than trying to trick SkyDrive into understanding a symbolic link, we could instead move the actual folder itself to SkyDrive and then use a symbolic link at the folder’s original location to trick the original program. This may not work for every single program out there. But it will likely work for most programs, which use standard Windows API calls to access folders and save files. We’re just flipping the old solution here — we can’t trick SkyDrive anymore, so let’s try to trick other programs instead. Moving a Folder and Creating a Symbolic Link First, ensure no program is using the external folder. For example, if it’s a program data or settings folder, close the program that’s using the folder. Next, simply move the folder to your SkyDrive folder. Right-click the external folder, select Cut, go to the SkyDrive folder, right-click and select Paste. The folder will now be located in the SkyDrive folder itself, so it will sync normally. Next, open a Command Prompt window as Administrator. Right-click the Start button on the taskbar or press Windows Key + X and select Command Prompt (Administrator) to open it. Run the following command to create a symbolic link at the original location of the folder: mklink /d “C:\Original\Folder\Location” “C:\Users\NAME\SkyDrive\FOLDERNAME\” Enter the correct paths for the exact location of the original folder and the current location of the folder in your SkyDrive. Windows will then create a symbolic link at the folder’s original location. Most programs should hopefully be tricked by this symbolic location, saving their files directly to SkyDrive. You can test this yourself. Put a file into the folder at its original location. It will be saved to SkyDrive and sync normally, appearing in your SkyDrive storage online. One downside here is that you won’t be able to save a file onto SkyDrive without it taking up space on the same hard drive SkyDrive is on. You won’t be able to scatter folders across multiple hard drives and sync them all. However, you could always change the location of the SkyDrive folder on Windows 8.1 and put it on a drive with a larger amount of free space. To do this, right-click the SkyDrive folder in File Explorer, select Properties, and use the options on the Location tab. You could even use Storage Spaces to combine the drives into one larger drive. Automatically Copy the Original Files to SkyDrive Another option would be to run a program that automatically copies files from another folder on your computer to your SkyDrive folder. For example, let’s say you want to sync copies of important log files that a program creates in a specific folder. You could use a program that allows you to schedule automatic folder-mirroring, configuring the program to regularly copy the contents of your log folder to your SkyDrive folder. This may be a useful alternative for some use cases, although it isn’t the same as standard syncing. You’ll end up with two copies of the files taking up space on your system, which won’t be ideal for large files. The files also won’t be instantly uploaded to your SkyDrive storage after they’re created, but only after the scheduled task runs. There are many options for this, including Microsoft’s own SyncToy, which continues to work on Windows 8. If you were using the symbolic link trick to automatically sync copies of PC game save files with SkyDrive, you could just install GameSave Manager. It can be configured to automatically create backup copies of your computer’s PC game save files on a schedule, saving them to SkyDrive where they’ll be synced and backed up online. SkyDrive support was completely rewritten for Windows 8.1, so it’s not surprising that this trick no longer works. The ability to use symbolic links in previous versions of SkyDrive was never officially supported, so it’s not surprising to see it break after a rewrite. None of the methods above are as convenient and quick as the old symbolic link method, but they’re the best we can do with the SkyDrive integration Microsoft has given us in Windows 8.1. It’s still possible to use symbolic links to easily sync other folders with competing cloud storage services like Dropbox and Google Drive, so you may want to consider switching away from SkyDrive if this feature is critical to you.     

    Read the article

  • [Windows 8] Application bar popup button

    - by Benjamin Roux
    Here is a small control to create an application bar button which will display a content in a popup when the button is clicked. Visually it gives this So how to create this? First you have to use the AppBarPopupButton control below.   namespace Indeed.Controls { public class AppBarPopupButton : Button { public FrameworkElement PopupContent { get { return (FrameworkElement)GetValue(PopupContentProperty); } set { SetValue(PopupContentProperty, value); } } public static readonly DependencyProperty PopupContentProperty = DependencyProperty.Register("PopupContent", typeof(FrameworkElement), typeof(AppBarPopupButton), new PropertyMetadata(null, (o, e) => (o as AppBarPopupButton).CreatePopup())); private Popup popup; private SerialDisposable sizeChanged = new SerialDisposable(); protected override void OnTapped(Windows.UI.Xaml.Input.TappedRoutedEventArgs e) { base.OnTapped(e); if (popup != null) { var transform = this.TransformToVisual(Window.Current.Content); var offset = transform.TransformPoint(default(Point)); sizeChanged.Disposable = PopupContent.ObserveSizeChanged().Do(_ => popup.VerticalOffset = offset.Y - (PopupContent.ActualHeight + 20)).Subscribe(); popup.HorizontalOffset = offset.X + 24; popup.DataContext = this.DataContext; popup.IsOpen = true; } } private void CreatePopup() { popup = new Popup { IsLightDismissEnabled = true }; popup.Closed += (o, e) => this.GetParentOfType<AppBar>().IsOpen = false; popup.ChildTransitions = new Windows.UI.Xaml.Media.Animation.TransitionCollection(); popup.ChildTransitions.Add(new Windows.UI.Xaml.Media.Animation.PopupThemeTransition()); var container = new Grid(); container.Children.Add(PopupContent); popup.Child = container; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The ObserveSizeChanged method is just an extension method which observe the SizeChanged event (using Reactive Extensions - Rx-Metro package in Nuget). If you’re not familiar with Rx, you can replace this line (and the SerialDisposable stuff) by a simple subscription to the SizeChanged event (using +=) but don’t forget to unsubscribe to it ! public static IObservable<Unit> ObserveSizeChanged(this FrameworkElement element) { return Observable.FromEventPattern<SizeChangedEventHandler, SizeChangedEventArgs>( o => element.SizeChanged += o, o => element.SizeChanged -= o) .Select(_ => Unit.Default); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The GetParentOfType extension method just retrieve the first parent of type (it’s a common extension method that every Windows 8 developer should have created !). You can of course tweak to control (for example if you want to center the content to the button or anything else) to fit your needs. How to use this control? It’s very simple, in an AppBar control just add it and define the PopupContent property. <ic:AppBarPopupButton Style="{StaticResource RefreshAppBarButtonStyle}" HorizontalAlignment="Left"> <ic:AppBarPopupButton.PopupContent> <Grid> [...] </Grid> </ic:AppBarPopupButton.PopupContent> </ic:AppBarPopupButton> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } When the button is clicked the popup is displayed. When the popup is closed, the app bar is closed too. I hope this will help you !

    Read the article

  • Doing unit and integration tests with the Web API HttpClient

    - by cibrax
    One of the nice things about the new HttpClient in System.Net.Http is the support for mocking responses or handling requests in a http server hosted in-memory. While the first option is useful for scenarios in which we want to test our client code in isolation (unit tests for example), the second one enables more complete integration testing scenarios that could include some more components in the stack such as model binders or message handlers for example.   The HttpClient can receive a HttpMessageHandler as argument in one of its constructors. public class HttpClient : HttpMessageInvoker { public HttpClient(); public HttpClient(HttpMessageHandler handler); public HttpClient(HttpMessageHandler handler, bool disposeHandler); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } For the first scenario, you can create a new HttpMessageHandler that fakes the response, which you can use in your unit test. The only requirement is that you somehow inject an HttpClient with this custom handler in the client code. public class FakeHttpMessageHandler : HttpMessageHandler { HttpResponseMessage response; public FakeHttpMessageHandler(HttpResponseMessage response) { this.response = response; } protected override Task<HttpResponseMessage> SendAsync(HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) { var tcs = new TaskCompletionSource<HttpResponseMessage>(); tcs.SetResult(response); return tcs.Task; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } In an unit test, you can do something like this. var fakeResponse = new HttpResponse(); var fakeHandler = new FakeHttpMessageHandler(fakeResponse); var httpClient = new HttpClient(fakeHandler); var customerService = new CustomerService(httpClient); // Do something // Asserts .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } CustomerService in this case is the class under test, and the one that receives an HttpClient initialized with our fake handler. For the second scenario in integration tests, there is a In-Memory host “System.Web.Http.HttpServer” that also derives from HttpMessageHandler and you can use with a HttpClient instance in your test. This has been discussed already in these two great posts from Pedro and Filip. 

    Read the article

  • Populate a WCF syndication podcast using MP3 ID3 metadata tags

    - by brian_ritchie
    In the last post, I showed how to create a podcast using WCF syndication.  A podcast is an RSS feed containing a list of audio files to which users can subscribe.  The podcast not only contains links to the audio files, but also metadata about each episode.  A cool approach to building the feed is reading this metadata from the ID3 tags on the MP3 files used for the podcast. One library to do this is TagLib-Sharp.  Here is some sample code: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: var taggedFile = TagLib.File.Create(f); 2: var fileInfo = new FileInfo(f); 3: var item = new iTunesPodcastItem() 4: { 5: title = taggedFile.Tag.Title, 6: size = fileInfo.Length, 7: url = feed.baseUrl + fileInfo.Name, 8: duration = taggedFile.Properties.Duration, 9: mediaType = feed.mediaType, 10: summary = taggedFile.Tag.Comment, 11: subTitle = taggedFile.Tag.FirstAlbumArtist, 12: id = fileInfo.Name 13: }; 14: if (!string.IsNullOrEmpty(taggedFile.Tag.Album)) 15: item.publishedDate = DateTimeOffset.Parse(taggedFile.Tag.Album); This reads the ID3 tags into an object for later use in creating the syndication feed.  When the MP3 is created, these tags are set...or they can be set after the fact using the Properties dialog in Windows Explorer.  The only "hack" is that there isn't an easily accessible tag for "subtitle" or "published date" so I used other tags in this example. Feel free to change this to meet your purposes.  You could remove the subtitle & use the file modified data for example. That takes care of the episodes, for the feed level settings we'll load those from an XML file: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: <?xml version="1.0" encoding="utf-8" ?> 2: <iTunesPodcastFeed 3: baseUrl ="" 4: title="" 5: subTitle="" 6: description="" 7: copyright="" 8: category="" 9: ownerName="" 10: ownerEmail="" 11: mediaType="audio/mp3" 12: mediaFiles="*.mp3" 13: imageUrl="" 14: link="" 15: /> Here is the full code put together. Read the feed XML file and deserialize it into an iTunesPodcastFeed classLoop over the files in a directory reading the ID3 tags from the audio files .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static iTunesPodcastFeed CreateFeedFromFiles(string podcastDirectory, string podcastFeedFile) 2: { 3: XmlSerializer serializer = new XmlSerializer(typeof(iTunesPodcastFeed)); 4: iTunesPodcastFeed feed; 5: using (var fs = File.OpenRead(Path.Combine(podcastDirectory, podcastFeedFile))) 6: { 7: feed = (iTunesPodcastFeed)serializer.Deserialize(fs); 8: } 9: foreach (var f in Directory.GetFiles(podcastDirectory, feed.mediaFiles)) 10: { 11: try 12: { 13: var taggedFile = TagLib.File.Create(f); 14: var fileInfo = new FileInfo(f); 15: var item = new iTunesPodcastItem() 16: { 17: title = taggedFile.Tag.Title, 18: size = fileInfo.Length, 19: url = feed.baseUrl + fileInfo.Name, 20: duration = taggedFile.Properties.Duration, 21: mediaType = feed.mediaType, 22: summary = taggedFile.Tag.Comment, 23: subTitle = taggedFile.Tag.FirstAlbumArtist, 24: id = fileInfo.Name 25: }; 26: if (!string.IsNullOrEmpty(taggedFile.Tag.Album)) 27: item.publishedDate = DateTimeOffset.Parse(taggedFile.Tag.Album); 28: feed.Items.Add(item); 29: } 30: catch 31: { 32: // ignore files that can't be accessed successfully 33: } 34: } 35: return feed; 36: } Usually putting a "try...catch" like this is bad, but in this case I'm just skipping over files that are locked while they are being uploaded to the web site.Here is the code from the last couple of posts.  

    Read the article

  • Implementing synchronous MediaTypeFormatters in ASP.NET Web API

    - by cibrax
    One of main characteristics of MediaTypeFormatter’s in ASP.NET Web API is that they leverage the Task Parallel Library (TPL) for reading or writing an model into an stream. When you derive your class from the base class MediaTypeFormatter, you have to either implement the WriteToStreamAsync or ReadFromStreamAsync methods for writing or reading a model from a stream respectively. These two methods return a Task, which internally does all the serialization work, as it is illustrated bellow. public abstract class MediaTypeFormatter { public virtual Task WriteToStreamAsync(Type type, object value, Stream writeStream, HttpContent content, TransportContext transportContext); public virtual Task<object> ReadFromStreamAsync(Type type, Stream readStream, HttpContent content, IFormatterLogger formatterLogger); }   .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } However, most of the times, serialization is a safe operation that can be done synchronously. In fact, many of the serializer classes you will find in the .NET framework only provide sync methods. So the question is, how you can transform that synchronous work into a Task ?. Creating a new task using the method Task.Factory.StartNew for doing all the serialization work would be probably the typical answer. That would work, as a new task is going to be scheduled. However, that might involve some unnecessary context switches, which are out of our control and might be affect performance on server code specially.   If you take a look at the source code of the MediaTypeFormatters shipped as part of the framework, you will notice that they actually using another pattern, which uses a TaskCompletionSource class. public Task WriteToStreamAsync(Type type, object value, Stream writeStream, HttpContent content, TransportContext transportContext) {   var tsc = new TaskCompletionSource<AsyncVoid>(); tsc.SetResult(default(AsyncVoid));   //Do all the serialization work here synchronously   return tsc.Task; }   /// <summary> /// Used as the T in a "conversion" of a Task into a Task{T} /// </summary> private struct AsyncVoid { } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } They are basically doing all the serialization work synchronously and using a TaskCompletionSource for returning a task already done. To conclude this post, this is another approach you might want to consider when using serializers that are not compatible with an async model. Update: Henrik Nielsen from the ASP.NET team pointed out the existence of a built-in media type formatter for writing sync formatters. BufferedMediaTypeFormatter http://t.co/FxOfeI5x

    Read the article

  • Can't remove the libpcap0.8 package

    - by Yogesh
    I am getting error when running apt-get remove root@System:~/Downloads# sudo apt-get remove The following packages have unmet dependencies: libpcap0.8 : Breaks: libpcap0.8:i386 (!= 1.4.0-2) but 1.5.3-2 is installed libpcap0.8:i386 : Breaks: libpcap0.8 (!= 1.5.3-2) but 1.4.0-2 is installed libpcap0.8-dev : Depends: libpcap0.8 (= 1.5.3-2) but 1.4.0-2 is installed E: Unmet dependencies. Try using -f. and when I ran apt-get remove -f this is what happens: root@System:~/Downloads# sudo apt-get remove -f The following extra packages will be installed: libpcap0.8 The following packages will be upgraded: libpcap0.8 1 upgraded, 0 newly installed, 0 to remove and 365 not upgraded. 2 not fully installed or removed. Need to get 0 B/110 kB of archives. After this operation, 13.3 kB of additional disk space will be used. Do you want to continue? [Y/n] y (Reading database ... 163539 files and directories currently installed.) Preparing to unpack .../libpcap0.8_1.5.3-2_amd64.deb ... Unpacking libpcap0.8:amd64 (1.5.3-2) over (1.4.0-2) ... dpkg: error processing archive /var/cache/apt/archives/libpcap0.8_1.5.3-2_amd64.deb (--unpack): trying to overwrite shared '/usr/share/man/man7/pcap-filter.7.gz', which is different from other instances of package libpcap0.8:amd64 dpkg-deb: error: subprocess paste was killed by signal (Broken pipe) Processing triggers for man-db (2.6.7.1-1) ... Errors were encountered while processing: /var/cache/apt/archives/libpcap0.8_1.5.3-2_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) root@System:~/Downloads# clear root@System:~/Downloads# sudo apt-get remove -f Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following extra packages will be installed: libpcap0.8 The following packages will be upgraded: libpcap0.8 1 upgraded, 0 newly installed, 0 to remove and 365 not upgraded. 2 not fully installed or removed. Need to get 0 B/110 kB of archives. After this operation, 13.3 kB of additional disk space will be used. Do you want to continue? [Y/n] y (Reading database ... 163539 files and directories currently installed.) Preparing to unpack .../libpcap0.8_1.5.3-2_amd64.deb ... Unpacking libpcap0.8:amd64 (1.5.3-2) over (1.4.0-2) ... dpkg: error processing archive /var/cache/apt/archives/libpcap0.8_1.5.3-2_amd64.deb (--unpack): trying to overwrite shared '/usr/share/man/man7/pcap-filter.7.gz', which is different from other instances of package libpcap0.8:amd64 dpkg-deb: error: subprocess paste was killed by signal (Broken pipe) Processing triggers for man-db (2.6.7.1-1) ... Errors were encountered while processing: /var/cache/apt/archives/libpcap0.8_1.5.3-2_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) root@System:~/Downloads# root@System:~/Downloads# sudo apt-get check Reading package lists... Done Building dependency tree Reading state information... Done You might want to run 'apt-get -f install' to correct these. The following packages have unmet dependencies: libpcap0.8 : Breaks: libpcap0.8:i386 (!= 1.4.0-2) but 1.5.3-2 is installed libpcap0.8:i386 : Breaks: libpcap0.8 (!= 1.5.3-2) but 1.4.0-2 is installed libpcap0.8-dev : Depends: libpcap0.8 (= 1.5.3-2) but 1.4.0-2 is installed E: Unmet dependencies. Try using -f. root@System:~/Downloads# apt-cache policy libpcap0.8:amd64 libpcap0.8 libpcap0.8-dev libpcap0.8: Installed: 1.4.0-2 Candidate: 1.5.3-2 Version table: 1.5.3-2 0 500 http://in.archive.ubuntu.com/ubuntu/ trusty/main amd64 Packages *** 1.4.0-2 0 100 /var/lib/dpkg/status libpcap0.8: Installed: 1.4.0-2 Candidate: 1.5.3-2 Version table: 1.5.3-2 0 500 http://in.archive.ubuntu.com/ubuntu/ trusty/main amd64 Packages *** 1.4.0-2 0 100 /var/lib/dpkg/status libpcap0.8-dev: Installed: 1.5.3-2 Candidate: 1.5.3-2 Version table: *** 1.5.3-2 0 500 http://in.archive.ubuntu.com/ubuntu/ trusty/main amd64 Packages 100 /var/lib/dpkg/status root@System:~/Downloads# root@System:~/Downloads# sudo apt-get -f remove libpcap0.8 libpcap0.8-dev libpcap0.8-dev:i386 libpcap0.8:i386 Reading package lists... Done Building dependency tree Reading state information... Done Package 'libpcap0.8-dev:i386' is not installed, so not removed. Did you mean 'libpcap0.8-dev'? You might want to run 'apt-get -f install' to correct these: The following packages have unmet dependencies: libpcap-dev : Depends: libpcap0.8-dev but it is not going to be installed E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a solution). root@System:~/Downloads# sudo apt-get -f install Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following extra packages will be installed: libpcap0.8 The following packages will be upgraded: libpcap0.8 1 upgraded, 0 newly installed, 0 to remove and 365 not upgraded. 2 not fully installed or removed. Need to get 0 B/110 kB of archives. After this operation, 13.3 kB of additional disk space will be used. Do you want to continue? [Y/n] y (Reading database ... 163539 files and directories currently installed.) Preparing to unpack .../libpcap0.8_1.5.3-2_amd64.deb ... Unpacking libpcap0.8:amd64 (1.5.3-2) over (1.4.0-2) ... dpkg: error processing archive /var/cache/apt/archives/libpcap0.8_1.5.3-2_amd64.deb (--unpack): trying to overwrite shared '/usr/share/man/man7/pcap-filter.7.gz', which is different from other instances of package libpcap0.8:amd64 dpkg-deb: error: subprocess paste was killed by signal (Broken pipe) Processing triggers for man-db (2.6.7.1-1) ... Errors were encountered while processing: /var/cache/apt/archives/libpcap0.8_1.5.3-2_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) root@System:~/Downloads#

    Read the article

  • The first day of JavaOne is already over!

    - by delabassee
    In the past Sunday used to be a more relaxing day with ‘just’ some JavaOne activities going on. Sunday used to be a soft day to prepare yourself for an exhausting week. This is now over as JavaOne is expanding; Sunday is now an integral part of the conference. One of the side effect of this extra day is that some activities related to JavaOne and OpenWorld such as MySQL Connect are being push to start a day earlier on Saturday (can you spot the pattern here?). On the GlassFish front, Sunday was a very busy day! It started at the Moscone Center with the annual GlassFish Community Event where the Java EE 7 and GF 4 roadmaps were presented and discussed. During the event, different GlassFish users such as ZeroTurnaround (the JRebel guys), Grupo RBS and IDR Solutions shared their views on GF, why they like GF but also what could be improved. The event was also a forum for the GF community to exchange with some of the key Java EE / GlassFish Oracle Executives and the different GF team members. The Strategy keynote and the Technical keynote were held in the Masonic Auditorium later in the after-noon. Oracle executives have presented the plans for Java SE, Java FX and Java EE. As on-demand replays will be available soon, I will not summarize several hours of content but here are some personal takeaways from those keynotes. Modularity Modularity is a big deal. We know by now that Project Jigsaw will not be ready for Java SE 8 but in any case, it is already possible (and encouraged) to test Jigsaw today. In the future, Java EE plan to rely on the modularity features provided by Java SE, so Project Jigsaw is also relevant for Java EE developers. Shorter term, to cover some of the modular requirements, Java SE will adopt the approach that was used for Java EE 6 and the notion of Profiles. This approach does not define a module system per say; Profiles is a way to clearly define different subsets of Java SE to fulfill different needs (e.g. the full JRE is not required for a headless application). The introduction of different Profiles, from the Base profile (10mb) to the Full Profile (+50mb), has been proposed for Java SE 8. Embedded Embedded is a strong theme going forward for the Java Plaform. There is now a dedicated program : Java Embedded @ JavaOne Java by nature (e.g. platform independence, built-in security, ability easily talks to any back-end systems, large set of skills available on the market, etc.) is probably the most suited platform for the Internet of Things. You can quickly be up-to-speed and develop services and applications for that space just by using your current Java skills. All you need to start developing on ARM is a 35$ Raspberry Pi ARM board (25$ if you are cheap and can live without an ethernet connection) and the recently released JDK for Linux/ARM. Obviously, GlassFish runs on Raspberry Pi. If you wan to go further in the embedded space, you should take a look Java SE Embedded, an optimized, low footprint, Java environment that support the major embedded architectures (ARM, PPC and x86). Finally, Oracle has recently introduced Java Embedded Suite, a new solution that brings modern middleware capabilities to the embedded space. Java Embedded Suite is an optimized solution that leverage Java SE Embedded but also GlassFish, Jersey and JavaDB to deploy advanced value added capabilities (eg. sensor data filtering and) deeper in the network, closer to the devices. JavaFX JavaFX is going strong! Starting from Java SE 7u6, JavaFX is bundled with the JDK. JavaFX is now available for all the major desktop platforms (Windows, Linux and Mac OS X). JavaFX is now also available, in developer preview, for low end device running Linux/ARM. During the keynote, JavaFX was shown running on a Raspberry Pi! And as announced during the keynote, JavaFX should be fully open-sourced by the end of the year; contributions are welcome!. There is a strong momentum around JavaFX, it’s the ideal client solution for the Java platform. A client layer that works perfectly with GlassFish on the back-end. If you were not convince by JavaFX, it’s time to reconsider it! As an old Chinese proverb say “One tweet is worth a thousand words!” HTML5, Project Avatar and Java EE 7 HTML5 got a lot of airtime too, it was covered during the Java EE 7 section of the keynote. Some details about Project Avatar, Oracle’s incubator project for a TSA (Thin Server Architecture) solution, were diluted and shown during the keynote. On the tooling side, Project Easel running on NetBeans 7.3 beta was demo’ed, including a cool NetBeans debugging session running in Chrome! HTML 5, Project Avatar and Java EE 7 deserve separate posts... Feedback We need your feedback! There are many projects, JSRs and products cooking : GlassFish 4, Project Jigsaw, Concurrency Utilities for Java EE (JSR 236), OpenJFX, OpenJDK to name just a few. Those projects, those specifications will have a profound impact on the Java platform for the years to come! So if you have the opportunity, download, install, learn, tests them and give feedback! Remember, you can "Make the Future Java!" Finally, the traditional GlassFish Party at the Thirsty Bear concluded the first JavaOne day. This party is another place where the community can freely exchange with the GlassFish team in a more relaxed, more friendly (but sometime more noisy) atmosphere. Arun has posted a set of pictures to reflect the atmosphere of the keynotes and the GlassFish party. You can find more details on the others Java EE and GlassFish activities here.

    Read the article

  • Anatomy of a .NET Assembly - CLR metadata 2

    - by Simon Cooper
    Before we look any further at the CLR metadata, we need a quick diversion to understand how the metadata is actually stored. Encoding table information As an example, we'll have a look at a row in the TypeDef table. According to the spec, each TypeDef consists of the following: Flags specifying various properties of the class, including visibility. The name of the type. The namespace of the type. What type this type extends. The field list of this type. The method list of this type. How is all this data actually represented? Offset & RID encoding Most assemblies don't need to use a 4 byte value to specify heap offsets and RIDs everywhere, however we can't hard-code every offset and RID to be 2 bytes long as there could conceivably be more than 65535 items in a heap or more than 65535 fields or types defined in an assembly. So heap offsets and RIDs are only represented in the full 4 bytes if it is required; in the header information at the top of the #~ stream are 3 bits indicating if the #Strings, #GUID, or #Blob heaps use 2 or 4 bytes (the #US stream is not accessed from metadata), and the rowcount of each table. If the rowcount for a particular table is greater than 65535 then all RIDs referencing that table throughout the metadata use 4 bytes, else only 2 bytes are used. Coded tokens Not every field in a table row references a single predefined table. For example, in the TypeDef extends field, a type can extend another TypeDef (a type in the same assembly), a TypeRef (a type in a different assembly), or a TypeSpec (an instantiation of a generic type). A token would have to be used to let us specify the table along with the RID. Tokens are always 4 bytes long; again, this is rather wasteful of space. Cutting the RID down to 2 bytes would make each token 3 bytes long, which isn't really an optimum size for computers to read from memory or disk. However, every use of a token in the metadata tables can only point to a limited subset of the metadata tables. For the extends field, we only need to be able to specify one of 3 tables, which we can do using 2 bits: 0x0: TypeDef 0x1: TypeRef 0x2: TypeSpec We could therefore compress the 4-byte token that would otherwise be needed into a coded token of type TypeDefOrRef. For each type of coded token, the least significant bits encode the table the token points to, and the rest of the bits encode the RID within that table. We can work out whether each type of coded token needs 2 or 4 bytes to represent it by working out whether the maximum RID of every table that the coded token type can point to will fit in the space available. The space available for the RID depends on the type of coded token; a TypeOrMethodDef coded token only needs 1 bit to specify the table, leaving 15 bits available for the RID before a 4-byte representation is needed, whereas a HasCustomAttribute coded token can point to one of 18 different tables, and so needs 5 bits to specify the table, only leaving 11 bits for the RID before 4 bytes are needed to represent that coded token type. For example, a 2-byte TypeDefOrRef coded token with the value 0x0321 has the following bit pattern: 0 3 2 1 0000 0011 0010 0001 The first two bits specify the table - TypeRef; the other bits specify the RID. Because we've used the first two bits, we've got to shift everything along two bits: 000000 1100 1000 This gives us a RID of 0xc8. If any one of the TypeDef, TypeRef or TypeSpec tables had more than 16383 rows (2^14 - 1), then 4 bytes would need to be used to represent all TypeDefOrRef coded tokens throughout the metadata tables. Lists The third representation we need to consider is 1-to-many references; each TypeDef refers to a list of FieldDef and MethodDef belonging to that type. If we were to specify every FieldDef and MethodDef individually then each TypeDef would be very large and a variable size, which isn't ideal. There is a way of specifying a list of references without explicitly specifying every item; if we order the MethodDef and FieldDef tables by the owning type, then the field list and method list in a TypeDef only have to be a single RID pointing at the first FieldDef or MethodDef belonging to that type; the end of the list can be inferred by the field list and method list RIDs of the next row in the TypeDef table. Going back to the TypeDef If we have a look back at the definition of a TypeDef, we end up with the following reprensentation for each row: Flags - always 4 bytes Name - a #Strings heap offset. Namespace - a #Strings heap offset. Extends - a TypeDefOrRef coded token. FieldList - a single RID to the FieldDef table. MethodList - a single RID to the MethodDef table. So, depending on the number of entries in the heaps and tables within the assembly, the rows in the TypeDef table can be as small as 14 bytes, or as large as 24 bytes. Now we've had a look at how information is encoded within the metadata tables, in the next post we can see how they are arranged on disk.

    Read the article

  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

    Read the article

  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

    Read the article

  • Can't Install php5-msql

    - by user210445
    Hello friends I'm finishing the process of installing Apache/Php/mysql installations but this shows up: # sudo apt-get install mysql-server php5-msql Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package php5-msql After some adjustments this happened: angel@Voix:~$ sudo apt-get install mysql-server php5-mysql Reading package lists... Done Building dependency tree Reading state information... Done mysql-server is already the newest version. php5-mysql is already the newest version. The following packages were automatically installed and are no longer required: gir1.2-ubuntuoneui-3.0 libubuntuoneui-3.0-1 thunderbird-globalmenu Use 'apt-get autoremove' to remove them. The following extra packages will be installed: mysql-server-5.5 Suggested packages: tinyca mailx The following packages will be upgraded: mysql-server-5.5 1 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 4 not fully installed or removed. Need to get 0 B/8,827 kB of archives. After this operation, 32.7 MB of additional disk space will be used. Do you want to continue [Y/n]? debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable (Reading database ... dpkg: warning: files list file for package `mysql-server-5.5' missing, assuming package has no files currently installed. (Reading database ... 172971 files and directories currently installed.) Preparing to replace mysql-server-5.5 5.5.34-0ubuntu0.12.04.1 (using .../mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb) ... debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error processing /var/cache/apt/archives/mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb (--unpack): subprocess new pre-installation script returned error exit status 1 debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error while cleaning up: subprocess new post-removal script returned error exit status 1 Errors were encountered while processing: /var/cache/apt/archives/mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) angel@Voix:~$ sudo apt-get install mysql-server-5.5 Reading package lists... Done Building dependency tree Reading state information... Done The following packages were automatically installed and are no longer required: gir1.2-ubuntuoneui-3.0 libubuntuoneui-3.0-1 thunderbird-globalmenu Use 'apt-get autoremove' to remove them. Suggested packages: tinyca mailx The following packages will be upgraded: mysql-server-5.5 1 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 4 not fully installed or removed. Need to get 0 B/8,827 kB of archives. After this operation, 32.7 MB of additional disk space will be used. debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable (Reading database ... dpkg: warning: files list file for package `mysql-server-5.5' missing, assuming package has no files currently installed. (Reading database ... 172971 files and directories currently installed.) Preparing to replace mysql-server-5.5 5.5.34-0ubuntu0.12.04.1 (using .../mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb) ... debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error processing /var/cache/apt/archives/mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb (--unpack): subprocess new pre-installation script returned error exit status 1 debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error while cleaning up: subprocess new post-removal script returned error exit status 1 Errors were encountered while processing: /var/cache/apt/archives/mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) angel@Voix:~$ sudo apt-get install mysql-server php5-mysql Reading package lists... Done Building dependency tree Reading state information... Done mysql-server is already the newest version. php5-mysql is already the newest version. The following packages were automatically installed and are no longer required: gir1.2-ubuntuoneui-3.0 libubuntuoneui-3.0-1 thunderbird-globalmenu Use 'apt-get autoremove' to remove them. The following extra packages will be installed: mysql-server-5.5 Suggested packages: tinyca mailx The following packages will be upgraded: mysql-server-5.5 1 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 4 not fully installed or removed. Need to get 0 B/8,827 kB of archives. After this operation, 32.7 MB of additional disk space will be used. Do you want to continue [Y/n]? y debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable (Reading database ... dpkg: warning: files list file for package `mysql-server-5.5' missing, assuming package has no files currently installed. (Reading database ... 172971 files and directories currently installed.) Preparing to replace mysql-server-5.5 5.5.34-0ubuntu0.12.04.1 (using .../mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb) ... debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error processing /var/cache/apt/archives/mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb (--unpack): subprocess new pre-installation script returned error exit status 1 debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error while cleaning up: subprocess new post-removal script returned error exit status 1 Errors were encountered while processing: /var/cache/apt/archives/mysql-server-5.5_5.5.34-0ubuntu0.12.04.1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1)

    Read the article

  • SQL Server - Rebuilding Indexes

    - by Renso
    Goal: Rebuild indexes in SQL server. This can be done one at a time or with the example script below to rebuild all index for a specified table or for all tables in a given database. Why? The data in indexes gets fragmented over time. That means that as the index grows, the newly added rows to the index are physically stored in other sections of the allocated database storage space. Kind of like when you load your Christmas shopping into the trunk of your car and it is full you continue to load some on the back seat, in the same way some storage buffer is created for your index but once that runs out the data is then stored in other storage space and your data in your index is no longer stored in contiguous physical pages. To access the index the database manager has to "string together" disparate fragments to create the full-index and create one contiguous set of pages for that index. Defragmentation fixes that. What does the fragmentation affect?Depending of course on how large the table is and how fragmented the data is, can cause SQL Server to perform unnecessary data reads, slowing down SQL Server’s performance.Which index to rebuild?As a rule consider that when reorganize a table's clustered index, all other non-clustered indexes on that same table will automatically be rebuilt. A table can only have one clustered index.How to rebuild all the index for one table:The DBCC DBREINDEX command will not automatically rebuild all of the indexes on a given table in a databaseHow to rebuild all indexes for all tables in a given database:USE [myDB]    -- enter your database name hereDECLARE @tableName varchar(255)DECLARE TableCursor CURSOR FORSELECT table_name FROM information_schema.tablesWHERE table_type = 'base table'OPEN TableCursorFETCH NEXT FROM TableCursor INTO @tableNameWHILE @@FETCH_STATUS = 0BEGINDBCC DBREINDEX(@tableName,' ',90)     --a fill factor of 90%FETCH NEXT FROM TableCursor INTO @tableNameENDCLOSE TableCursorDEALLOCATE TableCursorWhat does this script do?Reindexes all indexes in all tables of the given database. Each index is filled with a fill factor of 90%. While the command DBCC DBREINDEX runs and rebuilds the indexes, that the table becomes unavailable for use by your users temporarily until the rebuild has completed, so don't do this during production  hours as it will create a shared lock on the tables, although it will allow for read-only uncommitted data reads; i.e.e SELECT.What is the fill factor?Is the percentage of space on each index page for storing data when the index is created or rebuilt. It replaces the fill factor when the index was created, becoming the new default for the index and for any other nonclustered indexes rebuilt because a clustered index is rebuilt. When fillfactor is 0, DBCC DBREINDEX uses the fill factor value last specified for the index. This value is stored in the sys.indexes catalog view. If fillfactor is specified, table_name and index_name must be specified. If fillfactor is not specified, the default fill factor, 100, is used.How do I determine the level of fragmentation?Run the DBCC SHOWCONTIG command. However this requires you to specify the ID of both the table and index being. To make it a lot easier by only requiring you to specify the table name and/or index you can run this script:DECLARE@ID int,@IndexID int,@IndexName varchar(128)--Specify the table and index namesSELECT @IndexName = ‘index_name’    --name of the indexSET @ID = OBJECT_ID(‘table_name’)  -- name of the tableSELECT @IndexID = IndIDFROM sysindexesWHERE id = @ID AND name = @IndexName--Show the level of fragmentationDBCC SHOWCONTIG (@id, @IndexID)Here is an example:DBCC SHOWCONTIG scanning 'Tickets' table...Table: 'Tickets' (1829581556); index ID: 1, database ID: 13TABLE level scan performed.- Pages Scanned................................: 915- Extents Scanned..............................: 119- Extent Switches..............................: 281- Avg. Pages per Extent........................: 7.7- Scan Density [Best Count:Actual Count].......: 40.78% [115:282]- Logical Scan Fragmentation ..................: 16.28%- Extent Scan Fragmentation ...................: 99.16%- Avg. Bytes Free per Page.....................: 2457.0- Avg. Page Density (full).....................: 69.64%DBCC execution completed. If DBCC printed error messages, contact your system administrator.What's important here?The Scan Density; Ideally it should be 100%. As time goes by it drops as fragmentation occurs. When the level drops below 75%, you should consider re-indexing.Here are the results of the same table and clustered index after running the script:DBCC SHOWCONTIG scanning 'Tickets' table...Table: 'Tickets' (1829581556); index ID: 1, database ID: 13TABLE level scan performed.- Pages Scanned................................: 692- Extents Scanned..............................: 87- Extent Switches..............................: 86- Avg. Pages per Extent........................: 8.0- Scan Density [Best Count:Actual Count].......: 100.00% [87:87]- Logical Scan Fragmentation ..................: 0.00%- Extent Scan Fragmentation ...................: 22.99%- Avg. Bytes Free per Page.....................: 639.8- Avg. Page Density (full).....................: 92.10%DBCC execution completed. If DBCC printed error messages, contact your system administrator.What's different?The Scan Density has increased from 40.78% to 100%; no fragmentation on the clustered index. Note that since we rebuilt the clustered index, all other index were also rebuilt.

    Read the article

  • Retrieving recent tweets using LINQ

    - by brian_ritchie
    There are a few different APIs for accessing Twitter from .NET.  In this example, I'll use linq2twitter.  Other APIs can be found on Twitter's development site. First off, we'll use the LINQ provider to pull in the recent tweets. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static Status[] GetLatestTweets(string screenName, int numTweets) 2: { 3: try 4: { 5: var twitterCtx = new LinqToTwitter.TwitterContext(); 6: var list = from tweet in twitterCtx.Status 7: where tweet.Type == StatusType.User && 8: tweet.ScreenName == screenName 9: orderby tweet.CreatedAt descending 10: select tweet; 11: // using Take() on array because it was failing against the provider 12: var recentTweets = list.ToArray().Take(numTweets).ToArray(); 13: return recentTweets; 14: } 15: catch 16: { 17: return new Status[0]; 18: } 19: } Once they have been retrieved, they would be placed inside an MVC model. Next, the tweets need to be formatted for display. I've defined an extension method to aid with date formatting: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static class DateTimeExtension 2: { 3: public static string ToAgo(this DateTime date2) 4: { 5: DateTime date1 = DateTime.Now; 6: if (DateTime.Compare(date1, date2) >= 0) 7: { 8: TimeSpan ts = date1.Subtract(date2); 9: if (ts.TotalDays >= 1) 10: return string.Format("{0} days", (int)ts.TotalDays); 11: else if (ts.Hours > 2) 12: return string.Format("{0} hours", ts.Hours); 13: else if (ts.Hours > 0) 14: return string.Format("{0} hours, {1} minutes", 15: ts.Hours, ts.Minutes); 16: else if (ts.Minutes > 5) 17: return string.Format("{0} minutes", ts.Minutes); 18: else if (ts.Minutes > 0) 19: return string.Format("{0} mintutes, {1} seconds", 20: ts.Minutes, ts.Seconds); 21: else 22: return string.Format("{0} seconds", ts.Seconds); 23: } 24: else 25: return "Not valid"; 26: } 27: } Finally, here is the piece of the view used to render the tweets. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: <ul class="tweets"> 2: <% 3: foreach (var tweet in Model.Tweets) 4: { 5: %> 6: <li class="tweets"> 7: <span class="tweetTime"><%=tweet.CreatedAt.ToAgo() %> ago</span>: 8: <%=tweet.Text%> 9: </li> 10: <%} %> 11: </ul>  

    Read the article

  • OIM 11g notification framework

    - by Rajesh G Kumar
    OIM 11g has introduced an improved and template based Notifications framework. New release has removed the limitation of sending text based emails (out-of-the-box emails) and enhanced to support html features. New release provides in-built out-of-the-box templates for events like 'Reset Password', 'Create User Self Service' , ‘User Deleted' etc. Also provides new APIs to support custom templates to send notifications out of OIM. OIM notification framework supports notification mechanism based on events, notification templates and template resolver. They are defined as follows: Ø Events are defined as XML file and imported as part of MDS database in order to make notification event available for use. Ø Notification templates are created using OIM advance administration console. The template contains the text and the substitution 'variables' which will be replaced with the data provided by the template resolver. Templates support internationalization and can be defined as HTML or in form of simple text. Ø Template resolver is a Java class that is responsible to provide attributes and data to be used at runtime and design time. It must be deployed following the OIM plug-in framework. Resolver data provided at design time is to be used by end user to design notification template with available entity variables and it also provides data at runtime to replace the designed variable with value to be displayed to recipients. Steps to define custom notifications in OIM 11g are: Steps# Steps 1. Define the Notification Event 2. Create the Custom Template Resolver class 3. Create Template with notification contents to be sent to recipients 4. Create Event triggering spots in OIM 1. Notification Event metadata The Notification Event is defined as XML file which need to be imported into MDS database. An event file must be compliant with the schema defined by the notification engine, which is NotificationEvent.xsd. The event file contains basic information about the event.XSD location in MDS database: “/metadata/iam-features-notification/NotificationEvent.xsd”Schema file can be viewed by exporting file from MDS using weblogicExportMetadata.sh script.Sample Notification event metadata definition: 1: <?xml version="1.0" encoding="UTF-8"?> 2: <Events xmlns:xsi=http://www.w3.org/2001/XMLSchema-instance xsi:noNamespaceSchemaLocation="../../../metadata/NotificationEvent.xsd"> 3: <EventType name="Sample Notification"> 4: <StaticData> 5: <Attribute DataType="X2-Entity" EntityName="User" Name="Granted User"/> 6: </StaticData> 7: <Resolver class="com.iam.oim.demo.notification.DemoNotificationResolver"> 8: <Param DataType="91-Entity" EntityName="Resource" Name="ResourceInfo"/> 9: </Resolver> 10: </EventType> 11: </Events> Line# Description 1. XML file notation tag 2. Events is root tag 3. EventType tag is to declare a unique event name which will be available for template designing 4. The StaticData element lists a set of parameters which allow user to add parameters that are not data dependent. In other words, this element defines the static data to be displayed when notification is to be configured. An example of static data is the User entity, which is not dependent on any other data and has the same set of attributes for all event instances and notification templates. Available attributes are used to be defined as substitution tokens in the template. 5. Attribute tag is child tag for StaticData to declare the entity and its data type with unique reference name. User entity is most commonly used Entity as StaticData. 6. StaticData closing tag 7. Resolver tag defines the resolver class. The Resolver class must be defined for each notification. It defines what parameters are available in the notification creation screen and how those parameters are replaced when the notification is to be sent. Resolver class resolves the data dynamically at run time and displays the attributes in the UI. 8. The Param DataType element lists a set of parameters which allow user to add parameters that are data dependent. An example of the data dependent or a dynamic entity is a resource object which user can select at run time. A notification template is to be configured for the resource object. Corresponding to the resource object field, a lookup is displayed on the UI. When a user selects the event the call goes to the Resolver class provided to fetch the fields that are displayed in the Available Data list, from which user can select the attribute to be used on the template. Param tag is child tag to declare the entity and its data type with unique reference name. 9. Resolver closing tag 10 EventType closing tag 11. Events closing tag Note: - DataType needs to be declared as “X2-Entity” for User entity and “91-Entity” for Resource or Organization entities. The dynamic entities supported for lookup are user, resource, and organization. Once notification event metadata is defined, need to be imported into MDS database. Fully qualified resolver class name need to be define for XML but do not need to load the class in OIM yet (it can be loaded later). 2. Coding the notification resolver All event owners have to provide a resolver class which would resolve the data dynamically at run time. Custom resolver class must implement the interface oracle.iam.notification.impl.NotificationEventResolver and override the implemented methods with actual implementation. It has 2 methods: S# Methods Descriptions 1. public List<NotificationAttribute> getAvailableData(String eventType, Map<String, Object> params); This API will return the list of available data variables. These variables will be available on the UI while creating/modifying the Templates and would let user select the variables so that they can be embedded as a token as part of the Messages on the template. These tokens are replaced by the value passed by the resolver class at run time. Available data is displayed in a list. The parameter "eventType" specifies the event Name for which template is to be read.The parameter "params" is the map which has the entity name and the corresponding value for which available data is to be fetched. Sample code snippet: List<NotificationAttribute> list = new ArrayList<NotificationAttribute>(); long objKey = (Long) params.get("resource"); //Form Field details based on Resource object key HashMap<String, Object> formFieldDetail = getObjectFormName(objKey); for (Iterator<?> itrd = formFieldDetail.entrySet().iterator(); itrd.hasNext(); ) { NotificationAttribute availableData = new NotificationAttribute(); Map.Entry formDetailEntrySet = (Entry<?, ?>)itrd.next(); String fieldLabel = (String)formDetailEntrySet.getValue(); availableData.setName(fieldLabel); list.add(availableData); } return list; 2. Public HashMap<String, Object> getReplacedData(String eventType, Map<String, Object> params); This API would return the resolved value of the variables present on the template at the runtime when notification is being sent. The parameter "eventType" specifies the event Name for which template is to be read.The parameter "params" is the map which has the base values such as usr_key, obj_key etc required by the resolver implementation to resolve the rest of the variables in the template. Sample code snippet: HashMap<String, Object> resolvedData = new HashMap<String, Object>();String firstName = getUserFirstname(params.get("usr_key"));resolvedData.put("fname", firstName); String lastName = getUserLastName(params.get("usr_key"));resolvedData.put("lname", lastname);resolvedData.put("count", "1 million");return resolvedData; This code must be deployed as per OIM 11g plug-in framework. The XML file defining the plug-in is as below: <?xml version="1.0" encoding="UTF-8"?> <oimplugins xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <plugins pluginpoint="oracle.iam.notification.impl.NotificationEventResolver"> <plugin pluginclass= " com.iam.oim.demo.notification.DemoNotificationResolver" version="1.0" name="Sample Notification Resolver"/> </plugins> </oimplugins> 3. Defining the template To create a notification template: Log in to the Oracle Identity Administration Click the System Management tab and then click the Notification tab From the Actions list on the left pane, select Create On the Create page, enter values for the following fields under the Template Information section: Template Name: Demo template Description Text: Demo template Under the Event Details section, perform the following: From the Available Event list, select the event for which the notification template is to be created from a list of available events. Depending on your selection, other fields are displayed in the Event Details section. Note that the template Sample Notification Event created in the previous step being used as the notification event. The contents of the Available Data drop down are based on the event XML StaticData tag, the drop down basically lists all the attributes of the entities defined in that tag. Once you select an element in the drop down, it will show up in the Selected Data text field and then you can just copy it and paste it into either the message subject or the message body fields prefixing $ symbol. Example if list has attribute like First_Name then message body will contains this as $First_Name which resolver will parse and replace it with actual value at runtime. In the Resource field, select a resource from the lookup. This is the dynamic data defined by the Param DataType element in the XML definition. Based on selected resource getAvailableData method of resolver will be called to fetch the resource object attribute detail, if method is overridden with required implementation. For current scenario, Map<String, Object> params will get populated with object key as value and key as “resource” in the map. This is the only input will be provided to resolver at design time. You need to implement the further logic to fetch the object attributes detail to populate the available Data list. List string should not have space in between, if object attributes has space for attribute name then implement logic to replace the space with ‘_’ before populating the list. Example if attribute name is “First Name” then make it “First_Name” and populate the list. Space is not supported while you try to parse and replace the token at run time with real value. Make a note that the Available Data and Selected Data are used in the substitution tokens definition only, they do not define the final data that will be sent in the notification. OIM will invoke the resolver class to get the data and make the substitutions. Under the Locale Information section, enter values in the following fields: To specify a form of encoding, select either UTF-8 or ASCII. In the Message Subject field, enter a subject for the notification. From the Type options, select the data type in which you want to send the message. You can choose between HTML and Text/Plain. In the Short Message field, enter a gist of the message in very few words. In the Long Message field, enter the message that will be sent as the notification with Available data token which need to be replaced by resolver at runtime. After you have entered the required values in all the fields, click Save. A message is displayed confirming the creation of the notification template. Click OK 4. Triggering the event A notification event can be triggered from different places in OIM. The logic behind the triggering must be coded and plugged into OIM. Examples of triggering points for notifications: Event handlers: post process notifications for specific data updates in OIM users Process tasks: to notify the users that a provisioning task was executed by OIM Scheduled tasks: to notify something related to the task The scheduled job has two parameters: Template Name: defines the notification template to be sent User Login: defines the user record that will provide the data to be sent in the notification Sample Code Snippet: public void execute(String templateName , String userId) { try { NotificationService notService = Platform.getService(NotificationService.class); NotificationEvent eventToSend=this.createNotificationEvent(templateName,userId); notService.notify(eventToSend); } catch (Exception e) { e.printStackTrace(); } } private NotificationEvent createNotificationEvent(String poTemplateName, String poUserId) { NotificationEvent event = new NotificationEvent(); String[] receiverUserIds= { poUserId }; event.setUserIds(receiverUserIds); event.setTemplateName(poTemplateName); event.setSender(null); HashMap<String, Object> templateParams = new HashMap<String, Object>(); templateParams.put("USER_LOGIN",poUserId); event.setParams(templateParams); return event; } public HashMap getAttributes() { return null; } public void setAttributes() {} }

    Read the article

  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

    Read the article

  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

    Read the article

  • AIX Checklist for stable obiee deployment

    - by user554629
    Common AIX configuration issues     ( last updated 27 Aug 2012 ) OBIEE is a complicated system with many moving parts and connection points.The purpose of this article is to provide a checklist to discuss OBIEE deployment with your systems administrators. The information in this article is time sensitive, and updated as I discover new  issues or details. What makes OBIEE different? When Tech Support suggests AIX component upgrades to a stable, locked-down production AIX environment, it is common to get "push back".  "Why is this necessary?  We aren't we seeing issues with other software?"It's a fair question that I have often struggled to answer; here are the talking points: OBIEE is memory intensive.  It is the entire purpose of the software to trade memory for repetitive, more expensive database requests across a network. OBIEE is implemented in C++ and is very dependent on the C++ runtime to behave correctly. OBIEE is aggressively thread efficient;  if atomic operations on a particular architecture do not work correctly, the software crashes. OBIEE dynamically loads third-party database client libraries directly into the nqsserver process.  If the library is not thread-safe, or corrupts process memory the OBIEE crash happens in an unrelated part of the code.  These are extremely difficult bugs to find. OBIEE software uses 99% common source across multiple platforms:  Windows, Linux, AIX, Solaris and HPUX.  If a crash happens on only one platform, we begin to suspect other factors.  load intensity, system differences, configuration choices, hardware failures.  It is rare to have a single product require so many diverse technical skills.   My role in support is to understand system configurations, performance issues, and crashes.   An analyst trained in Business Analytics can't be expected to know AIX internals in the depth required to make configuration choices.  Here are some guidelines. AIX C++ Runtime must be at  version 11.1.0.4$ lslpp -L | grep xlC.aixobiee software will crash if xlC.aix.rte is downlevel;  this is not a "try it" suggestion.Nov 2011 11.1.0.4 version  is appropriate for all AIX versions ( 5, 6, 7 )Download from here:https://www-304.ibm.com/support/docview.wss?uid=swg24031426 No reboot is necessary to install, it can even be installed while applications are using the current version.Restart the apps, and they will pick up the latest version. AIX 5.3 Technology Level 12 is required when running on Power5,6,7 processorsAIX 6.1 was introduced with the newer Power chips, and we have seen no issues with 6.1 or 7.1 versions.Customers with an unstable deployment, dozens of unexplained crashes, became stable after the upgrade.If your AIX system is 5.3, the minimum TL level should be at or higher than this:$ oslevel -s  5300-12-03-1107IBM typically supports only the two latest versions of AIX ( 6.1 and 7.1, for example).  AIX 5.3 is still supported and popular running in an LPAR. obiee userid limits$ ulimit -Ha  ( hard limits )$ ulimit -a   ( default limits )core file size (blocks)     unlimiteddata seg size (kbytes)      unlimitedfile size (blocks)          unlimitedmax memory size (kbytes)    unlimitedopen files                  10240 cpu time (seconds)          unlimitedvirtual memory (kbytes)     unlimitedIt is best to establish the values in /etc/security/limitsroot user is needed to observe and modify this file.If you modify a limit, you will need to relog in to change it again.  For example,$ ulimit -c 0$ ulimit -c 2097151cannot modify limit: Operation not permitted$ ulimit -c unlimited$ ulimit -c0There are only two meaningful values for ulimit -c ; zero or unlimited.Anything else is likely to produce a truncated core file that cannot be analyzed. Deploy 32-bit or 64-bit ?Early versions of OBIEE offered 32-bit or 64-bit choice to AIX customers.The 32-bit choice was needed if a database vendor did not supply a 64-bit client library.That's no longer an issue and beginning with OBIEE 11, 32-bit code is no longer shipped.A common error that leads to "out of memory" conditions to to accept the 32-bit memory configuration choices on 64-bit deployments.  The significant configuration choices are: Maximum process data (heap) size is in an AIX environment variableLDR_CNTRL=IGNOREUNLOAD@LOADPUBLIC@PREREAD_SHLIB@MAXDATA=0x... Two thread stack sizes are made in obiee NQSConfig.INI[ SERVER ]SERVER_THREAD_STACK_SIZE = 0;DB_GATEWAY_THREAD_STACK_SIZE = 0; Sort memory in NQSConfig.INI[ GENERAL ]SORT_MEMORY_SIZE = 4 MB ;SORT_BUFFER_INCREMENT_SIZE = 256 KB ; Choosing a value for MAXDATA:0x080000000  2GB Default maximum 32-bit heap size ( 8 with 7 zeros )0x100000000  4GB 64-bit breaking even with 32-bit ( 1 with 8 zeros )0x200000000  8GB 64-bit double 32-bit max0x400000000 16GB 64-bit safetyUsing 2GB heap size for a 64-bit process will almost certainly lead to an out-of-memory situation.Registers are twice as big ... consume twice as much memory in the heap.Upgrading to a 4GB heap for a 64-bit process is just "breaking even" with 32-bit.A 32-bit process is constrained by the 32-bit virtual addressing limits.  Heap memory is used for dynamic requirements of obiee software, thread stacks for each of the configured threads, and sometimes for shared libraries. 64-bit processes are not constrained in this way;  extra heap space can be configured for safety against a query that might create a sudden requirement for excessive storage.  If the storage is not available, this query might crash the whole server and disrupt existing users.There is no performance penalty on AIX for configuring more memory than required;  extra memory can be configured for safety.  If there are no other considerations, start with 8GB.Choosing a value for Thread Stack size:zero is the value documented to select an appropriate default for thread stack size.  My preference is to change this to an absolute value, even if you intend to use the documented default;  it provides better documentation and removes the "surprise" factor.There are two thread types that can be configured. GATEWAY is used by a thread pool to call a database client library to establish a DB connection.The default size is 256KB;  many customers raise this to 512KB ( no performance penalty for over-configuring ). This value must be set to 1 MB if Teradata connections are used. SERVER threads are used to run queries.  OBIEE uses recursive algorithms during the analysis of query structures which can consume significant thread stack storage.  It's difficult to provide guidance on a value that depends on data and complexity.  The general notion is to provide more space than you think you need,  "double down" and increase the value if you run out, otherwise inspect the query to understand why it is too complex for the thread stack.  There are protections built into the software to abort a single user query that is too complex, but the algorithms don't cover all situations.256 KB  The default 32-bit stack size.  Many customers increased this to 512KB on 32-bit.  A 64-bit server is very likely to crash with this value;  the stack contains mostly register values, which are twice as big.512 KB  The documented 64-bit default.  Some early releases of obiee didn't set this correctly, resulting in 256KB stacks.1 MB  The recommended 64-bit setting.  If your system only ever uses 512KB of stack space, there is no performance penalty for using 1MB stack size.2 MB  Many large customers use this value for safety.  No performance penalty.nqscheduler does not use the NQSConfig.INI file to set thread stack size.If this process crashes because the thread stack is too small, use this to set 2MB:export OBI_BACKGROUND_STACK_SIZE=2048 Shared libraries are not (shared) When application libraries are loaded at run-time, AIX makes a decision on whether to load the libraries in a "public" memory segment.  If the filesystem library permissions do not have the "Read-Other" permission bit, AIX loads the library into private process memory with two significant side-effects:* The libraries reduce the heap storage available.      Might be significant in 32-bit processes;  irrelevant in 64-bit processes.* Library code is loaded into multiple real pages for execution;  one copy for each process.Multiple execution images is a significant issue for both 32- and 64-bit processes.The "real memory pages" saved by using public memory segments is a minor concern.  Today's machines typically have plenty of real memory.The real problem with private copies of libraries is that they consume processor cache blocks, which are limited.   The same library instructions executing in different real pages will cause memory delays as the i-cache ( instruction cache 128KB blocks) are refreshed from real memory.   Performance loss because instructions are delayed is something that is difficult to measure without access to low-level cache fault data.   The machine just appears to be running slowly for no observable reason.This is an easy problem to detect, and an easy problem to correct.Detection:  "genld -l" AIX command produces a list of the libraries used by each process and the AIX memory address where they are loaded.32-bit public segment is 13 ( "dxxxxxxx" ).   private segments are 2-a.64-bit public segment is 9 ( "9xxxxxxxxxxxxxxx") ; private segment is 8.genld -l | grep -v ' d| 9' | sort +2provides a list of privately loaded libraries. Repair: chmod o+r <libname>AIX shared libraries will have a suffix of ".so" or ".a".Another technique is to change all libraries in a selected directory to repair those that might not be currently loaded.   The usual directories that need repair are obiee code, httpd code and plugins, database client libraries and java.chmod o+r /shr/dir/*.a /shr/dir/*.so Configure your system for diagnosticsProduction systems shouldn't crash, and yet bad things happen to good software.If obiee software crashes and produces a core, you should configure your system for reliable transfer of the failing conditions to Oracle Tech Support.  Here's what we need to be able to diagnose a core file from your system.* fullcore enabled. chdev -lsys0 -a fullcore=true* core naming enabled. chcore -n on -d* ulimit must not truncate core. see item 3.* pstack.sh is used to capture core documentation.* obidoc is used to capture current AIX configuration.* snapcore  AIX utility captures core and libraries. Use the proper syntax. $ snapcore -r corename executable-fullpath   /tmp/snapcore will contain the .pax.Z output file.  It is compressed.* If cores are directed to a common directory, ensure obiee userid can write to the directory.  ( chcore -p /cores -d ; chmod 777 /cores )The filesystem must have sufficient space to hold a crashing obiee application.Use:  df -k  Check the "Free" column ( not "% Used" )  8388608 is 8GB. Disable Oracle Client Library signal handlingThe Oracle DB Client Library is frequently distributed with the sqlplus development kit.By default, the library enables a signal handler, which will document a call stack if the application crashes.   The signal handler is not needed, and definitely disruptive to obiee diagnostics.   It needs to be disabled.   sqlnet.ora is typically located at:   $ORACLE_HOME/network/admin/sqlnet.oraAdd this line at the top of the file:   DIAG_SIGHANDLER_ENABLED=FALSE Disable async query in the RPD connection pool.This might be an obiee 10.1.3.4 issue only ( still checking  )."async query" must be disabled in the connection pools.It was designed to enable query cancellation to a database, and turned out to have too many edge conditions in normal communication that produced random corruption of data and crashes.  Please ensure it is turned off in the RPD. Check AIX error report (errpt).Errors external to obiee applications can trigger crashes.  $ /bin/errpt -aHardware errors ( firmware, adapters, disks ) should be reported to IBM support.All application core files are recorded by AIX;  the most recent ones are listed first. Reserved for something important to say.

    Read the article

  • 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.

    Read the article

  • Invalid URI: The Uri scheme is too long

    - by phenevo
    Hi, I have XML: Which is result of this part of query: SELECT Countries.FileSystemName as country ,Regions.DefaultName as region ,Provinces.DefaultName as province,cities.defaultname as city,cities.code as cityCode, IndividualFlagsWithForObjects.value as Status I have xslt: <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform"> <xsl:output method="text" encoding="iso-8859-1"/> <xsl:param name="delim" select="string(',')" /> <xsl:param name="quote" select="string('&quot;')" /> <xsl:param name="break" select="string('&#xD;')" /> <xsl:template match="/"> <xsl:apply-templates select="results/countries" /> </xsl:template> <xsl:template match="countries"> <xsl:apply-templates /> <xsl:if test="following-sibling::*"> <xsl:value-of select="$break" /> </xsl:if> </xsl:template> <xsl:template match="*"> <!-- remove normalize-space() if you want keep white-space at it is --> <xsl:value-of select="concat($quote, normalize-space(.), $quote)" /> <xsl:if test="following-sibling::*"> <xsl:value-of select="$delim" /> </xsl:if> </xsl:template> <xsl:template match="text()" /> </xsl:stylesheet> And is part of code XmlReader reader = cmd.ExecuteXmlReader(); doc.LoadXml("<results></results>"); XmlNode newNode = doc.ReadNode(reader); while (newNode != null) { doc.DocumentElement.AppendChild(newNode); newNode = doc.ReadNode(reader); } doc.Save(@"c:\listOfCities.xml"); XslCompiledTransform XSLT = new XslCompiledTransform(); XsltSettings settings = new XsltSettings(); settings.EnableScript = true; XSLT.Load(@"c:\xsltfile1.xslt", settings, new XmlUrlResolver()); XSLT.Transform(doc.OuterXml,@"c:\myCities.csv"); <-here I get error Why I get error. Is seems to be good .

    Read the article

  • Paste Event in a WPF TextBox

    - by code-zoop
    I have created a custom control inheriting TextBox. This custom control is a numeric TextBox, only supporting numbers. I am using OnPreviewTextInput to check each new character being typed to see if the character is a valid input. This works great. However, if I paste the text into the TextBox, OnPreviewTextInput is not fired. What is the best way to capture pasted text in a TextBox? Also, I have a problem when the back space is pressed, I can't figure out what event this will fire. OnPreviewTextInput is not fired! any ideas how to capture pasted text and back space events in WPF TextBox? Thanks

    Read the article

  • RDLC filtering nested tables

    - by aprescott
    I am creating an RDLC report where the dataset consists of several datatables. There is one parent table and several child tables. What I would like to do is display relevant data from each child table for each row in the parent table. Here is a simplified example: table1 = "Purchase" has columns PurhcaseID, PurchaseNumber, PurchaseDate table2 = "PurchasedItem" has columns PurchaseItemID, PurhcaseID, ItemDescription In my RDLC, I have a Purchase table grouped on PurchaseDate and would like to display the PurchasedItems for each Purchase. The current solution uses a subreport, but I do not like this because it leaves an ugly empty space when there is no data for the subreport display. (I would be fine with using a subreport if I could properly hide it without leaving an empty space.) I am not able to rewrite the stored procedure to return a single table, either. How are others dealing with this scenario?

    Read the article

  • SharePoint - Unable to complete this operation. Please contact your administrator

    - by Linda
    When I try and save something to my list in SharePoint I get the following error: Unable to complete this operation. Please contact your administrator. at Microsoft.SharePoint.Library.SPRequestInternalClass.PutFile(String bstrUrl, String bstrWebRelativeUrl, Object varFile, PutFileOpt PutFileOpt, String bstrCreatedBy, String bstrModifiedBy, Int32 iCreatedByID, Int32 iModifiedByID, Object varTimeCreated, Object varTimeLastModified, Object varProperties, String bstrCheckinComment, UInt32& pdwVirusCheckStatus, String& pVirusCheckMessage) at Microsoft.SharePoint.Library.SPRequest.PutFile(String bstrUrl, String bstrWebRelativeUrl, Object varFile, PutFileOpt PutFileOpt, String bstrCreatedBy, String bstrModifiedBy, Int32 iCreatedByID, Int32 iModifiedByID, Object varTimeCreated, Object varTimeLastModified, Object varProperties, String bstrCheckinComment, UInt32& pdwVirusCheckStatus, String& pVirusCheckMessage) A quick google says it may be a problem with disk space on the Database. I have checked my server and the smallest amount of space left on any of the drives is ~4GB. The file size is 1MB. I have checked the database and the data file is on unrestricted growth. Any ideas?

    Read the article

  • ajaxToolkit:Accordion vertical scrollbar on Pane

    - by nCdy
    <ajaxToolkit:Accordion ID="acc" runat="server"> <Panes> <ajaxToolkit:AccordionPane ID="pane1" runat="server"> <Header> <span>&#1047;&#1072;&#1087;&#1088;&#1086;&#1089;</span> </Header> <Content> <asp:Panel ID="controlGrid" runat="server" Height="170px"> and It every time makes Vertical scrollbar there even with empty space after Panel on Content. How to disable vertical scrollbar and empty space after panel inside 'Content' section ?

    Read the article

< Previous Page | 82 83 84 85 86 87 88 89 90 91 92 93  | Next Page >