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  • How can I use timer to stop another thread? [on hold]

    - by Haoda Fu
    How can we stop another thread based on a timer? I was trying to use timer to stop another thread. But I didn't got a success. To better illustrate my point and for your easy to understand the key issue. I made the following sample example. Your help is really appreciated using System; using System.Collections.Generic; using System.Text; using System.Threading; using System.Timers; namespace TestCodes { public static class Program { private static Thread nT = new Thread(PrintABC); private static System.Timers.Timer aTimer; public static void Main() { aTimer = new System.Timers.Timer(1000); aTimer.Elapsed += TimerCallback; aTimer.Interval = 1000; aTimer.Enabled = true; nT.Start(); Console.ReadLine(); } private static void TimerCallback(Object o, ElapsedEventArgs e) { nT.Join(); Console.WriteLine("Complete the PrintABC"); GC.Collect(); } private static void PrintABC() { for (int iter = 1; iter < 300; iter++) { Console.WriteLine(iter+"abc"); Console.ReadKey(); //Thread.Sleep(100); } } } }

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  • WCF - Automatically create ServiceHost for multiple services

    - by Rajesh Pillai
    WCF - Automatically create ServiceHost for multiple services Welcome back readers!  This blog post is about a small tip that may make working with WCF servicehost a bit easier, if you have lots of services and you need to quickly host them for testing. Recently I was encountered a situation where we were faced to create multiple service host quickly for testing.  Here is the code snippet which is pretty self explanatory.  You can put this code in your service host which in this case is  a console application. class Program   {       static void Main(string[] args)       { // Stores all hosts           List<ServiceHost> hosts = new List<ServiceHost>();           try           { // Get the services element from the serviceModel element in the config file               var section = ConfigurationManager.GetSection("system.serviceModel/services") as ServicesSection;               if (section != null)               {                   foreach (ServiceElement element in section.Services)                   { // NOTE : If the assembly is in another namespace, provide a fully qualified name here in the form // <typename, namespace> // For e.g. Business.Services.CustomerService, Business.Services                       var serviceType = Type.GetType(element.Name); // Get the typeName                        var host = new ServiceHost(serviceType);                       hosts.Add(host); // Add to the host collection                       host.Open(); // Open the host                   }               }               Console.ReadLine();           }           catch (Exception e)           {               Console.WriteLine(e.Message);               Console.ReadLine();           }           finally           {               foreach (ServiceHost host in hosts)               {                   if (host.State == CommunicationState.Opened)                   {                       host.Close();                   }                   else                   {                       host.Abort();                   }               }           }       }   } I hope you find this useful.  You can make this as a windows service if required.

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  • Dynamic (C# 4.0) &amp; Var in a nutshell.

    - by mbcrump
    A Var is static typed - the compiler and runtime know the type. This can be used to save some keystrokes. The following are identical. Code Snippet var mike = "var demo"; Console.WriteLine(mike.GetType());  //Returns System.String   string mike2 = "string Demo"; Console.WriteLine(mike2.GetType()); //Returns System.String A dynamic behaves like an object, but with dynamic dispatch. The compiler doesn’t know anything about it at compile time. Code Snippet dynamic duo = "dynamic duo"; Console.WriteLine(duo.GetType()); //System.String //duo.BlowUp(); //A dynamic type does not know if this exist until run-time. Console.ReadLine(); To further illustrate this point, the dynamic type called “duo” calls a method that does not exist called BlowUp(). As you can see from the screenshot below, the compiler is reporting no errors even though BlowUp() does not exist. The program will compile fine. It will however throw a runtimebinder exception after it hits that line of code in runtime. Let’s try the same thing with a Var. This time, we get a compiler error that says BlowUp() does not exist. This program will not compile until we add a BlowUp() method.  I hope this helps with your understand of the two. If not, then drop me a line and I’ll be glad to answer it.

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Are null references really a bad thing?

    - by Tim Goodman
    I've heard it said that the inclusion of null references in programming languages is the "billion dollar mistake". But why? Sure, they can cause NullReferenceExceptions, but so what? Any element of the language can be a source of errors if used improperly. And what's the alternative? I suppose instead of saying this: Customer c = Customer.GetByLastName("Goodman"); // returns null if not found if (c != null) { Console.WriteLine(c.FirstName + " " + c.LastName + " is awesome!"); } else { Console.WriteLine("There was no customer named Goodman. How lame!"); } You could say this: if (Customer.ExistsWithLastName("Goodman")) { Customer c = Customer.GetByLastName("Goodman") // throws error if not found Console.WriteLine(c.FirstName + " " + c.LastName + " is awesome!"); } else { Console.WriteLine("There was no customer named Goodman. How lame!"); } But how is that better? Either way, if you forget to check that the customer exists, you get an exception. I suppose that a CustomerNotFoundException is a bit easier to debug than a NullReferenceException by virtue of being more descriptive. Is that all there is to it?

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • Is there any way to optimize my search blob program?

    - by Vicky
    I written this code to search the blob items (text files) on the basis of there content. For ex : if I search for "Good", then the files that contains "Good or good" word the name of that files should appear in search result. My code is working but i want to optimize it. class BlobSearch { public static int num = 1; static void Main(string[] args) { string accountName = "accountName"; string accessKey = "accesskey"; string azureConString = "DefaultEndpointsProtocol=https;AccountName=" + accountName + ";AccountKey=" + accessKey; string blob = "MyBlobContainer"; string searchText = string.Empty; Console.WriteLine("Type and enter to search : "); searchText = Console.ReadLine(); CloudStorageAccount account = CloudStorageAccount.Parse(azureConString); CloudBlobClient blobClient = account.CreateCloudBlobClient(); CloudBlobContainer blobContainer = blobClient.GetContainerReference(blob); blobContainer.FetchAttributes(); var blobItemList = blobContainer.ListBlobs(); GetBlobList(searchText, blobContainer, blobItemList); Console.ReadLine(); } private static async void GetBlobList(string searchText, CloudBlobContainer blobContainer, IEnumerable<IListBlobItem> blobItemList) { foreach (var item in blobItemList) { string line = string.Empty; CloudBlockBlob blockBlob = blobContainer.GetBlockBlobReference(item.Uri.ToString()); if (blockBlob.Name.Contains(".txt")) { await Search(searchText, blockBlob); } } } private async static Task Search(string searchText, CloudBlockBlob blockBlob) { string text = await blockBlob.DownloadTextAsync(); if (text.ToLower().IndexOf(searchText.ToLower()) != -1) { Console.WriteLine("Result : " + num + " => " + blockBlob.Name.Substring(blockBlob.Name.LastIndexOf('/') + 1)); num++; } } } I think blobContainer.ListBlobs(); is blocking code because search will not work until all the blob items loaded. Is there anyway to optimize it or anywhere else in my code. Thanks

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Is this JS code a good way for defining class with private methods?

    - by tigrou
    I was recently browsing a open source JavaScript project. The project is a straight port from another project in C language. It mostly use static methods, packed together in classes. Most classes are implemented using this pattern : Foo = (function () { var privateField = "bar"; var publicField = "bar";     function publicMethod() { console.log('this is public');     } function privateMethod() { console.log('this is private'); } return {   publicMethod : publicMethod, publicField : publicField }; })(); This was the first time I saw private methods implemented that way. I perfectly understand how it works, using a anonymous method. Here is my question : is this pattern a good practice ? What are the actual limitations or caveats ? Usually i declare my JavaScript classes like that : Foo = new function () { var privateField = "test"; this.publicField = "test";     this.publicMethod = function()     { console.log('this method is public'); privateMethod();     } function privateMethod() { console.log('this method is private'); } }; Other than syntax, is there any difference with the pattern show above ?

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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  • threaded serial port IOException when writing

    - by John McDonald
    Hi, I'm trying to write a small application that simply reads data from a socket, extracts some information (two integers) from the data and sends the extracted information off on a serial port. The idea is that it should start and just keep going. In short, it works, but not for long. After a consistently short period I start to receive IOExceptions and socket receive buffer is swamped. The thread framework has been taken from the MSDN serial port example. The delay in send(), readThread.Join(), is an effort to delay read() in order to allow serial port interrupt processing a chance to occur, but I think I've misinterpreted the join function. I either need to sync the processes more effectively or throw some data away as it comes in off the socket, which would be fine. The integer data is controlling a pan tilt unit and I'm sure four times a second would be acceptable, but not sure on how to best acheive either, any ideas would be greatly appreciated, cheers. using System; using System.Collections.Generic; using System.Text; using System.IO.Ports; using System.Threading; using System.Net; using System.Net.Sockets; using System.IO; namespace ConsoleApplication1 { class Program { static bool _continue; static SerialPort _serialPort; static Thread readThread; static Thread sendThread; static String sendString; static Socket s; static int byteCount; static Byte[] bytesReceived; // synchronise send and receive threads static bool dataReceived; const int FIONREAD = 0x4004667F; static void Main(string[] args) { dataReceived = false; readThread = new Thread(Read); sendThread = new Thread(Send); bytesReceived = new Byte[16384]; // Create a new SerialPort object with default settings. _serialPort = new SerialPort("COM4", 38400, Parity.None, 8, StopBits.One); // Set the read/write timeouts _serialPort.WriteTimeout = 500; _serialPort.Open(); string moveMode = "CV "; _serialPort.WriteLine(moveMode); s = null; IPHostEntry hostEntry = Dns.GetHostEntry("localhost"); foreach (IPAddress address in hostEntry.AddressList) { IPEndPoint ipe = new IPEndPoint(address, 10001); Socket tempSocket = new Socket(ipe.AddressFamily, SocketType.Stream, ProtocolType.Tcp); tempSocket.Connect(ipe); if (tempSocket.Connected) { s = tempSocket; s.ReceiveBufferSize = 16384; break; } else { continue; } } readThread.Start(); sendThread.Start(); while (_continue) { Thread.Sleep(10); ;// Console.WriteLine("main..."); } readThread.Join(); _serialPort.Close(); s.Close(); } public static void Read() { while (_continue) { try { //Console.WriteLine("Read"); if (!dataReceived) { byte[] outValue = BitConverter.GetBytes(0); // Check how many bytes have been received. s.IOControl(FIONREAD, null, outValue); uint bytesAvailable = BitConverter.ToUInt32(outValue, 0); if (bytesAvailable > 0) { Console.WriteLine("Read thread..." + bytesAvailable); byteCount = s.Receive(bytesReceived); string str = Encoding.ASCII.GetString(bytesReceived); //str = Encoding::UTF8->GetString( bytesReceived ); string[] split = str.Split(new Char[] { '\t', '\r', '\n' }); string filteredX = (split.GetValue(7)).ToString(); string filteredY = (split.GetValue(8)).ToString(); string[] AzSplit = filteredX.Split(new Char[] { '.' }); filteredX = (AzSplit.GetValue(0)).ToString(); string[] ElSplit = filteredY.Split(new Char[] { '.' }); filteredY = (ElSplit.GetValue(0)).ToString(); // scale values int x = (int)(Convert.ToInt32(filteredX) * 1.9); string scaledAz = x.ToString(); int y = (int)(Convert.ToInt32(filteredY) * 1.9); string scaledEl = y.ToString(); String moveAz = "PS" + scaledAz + " "; String moveEl = "TS" + scaledEl + " "; sendString = moveAz + moveEl; dataReceived = true; } } } catch (TimeoutException) {Console.WriteLine("timeout exception");} catch (NullReferenceException) {Console.WriteLine("Read NULL reference exception");} } } public static void Send() { while (_continue) { try { if (dataReceived) { // sleep Read() thread to allow serial port interrupt processing readThread.Join(100); // send command to PTU dataReceived = false; Console.WriteLine(sendString); _serialPort.WriteLine(sendString); } } catch (TimeoutException) { Console.WriteLine("Timeout exception"); } catch (IOException) { Console.WriteLine("IOException exception"); } catch (NullReferenceException) { Console.WriteLine("Send NULL reference exception"); } } } } }

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  • Reworking my singly linked list

    - by Stradigos
    Hello everyone, thanks for taking the time to stop by my question. Below you will find my working SLL, but I want to make more use of C# and, instead of having two classes, SLL and Node, I want to use Node's constructors to do all the work (To where if you pass a string through the node, the constructor will chop it up into char nodes). The problem is, after an a few hours of tinkering, I'm not really getting anywhere... using System; using System.Collections.Generic; using System.Text; using System.IO; namespace PalindromeTester { class Program { static void Main(string[] args) { SLL mySLL = new SLL(); mySLL.add('a'); mySLL.add('b'); mySLL.add('c'); mySLL.add('d'); mySLL.add('e'); mySLL.add('f'); Console.Out.WriteLine("Node count = " + mySLL.count); mySLL.reverse(); mySLL.traverse(); Console.Out.WriteLine("\n The header is: " + mySLL.gethead); Console.In.ReadLine(); } class Node { private char letter; private Node next; public Node() { next = null; } public Node(char c) { this.data = c; } public Node(string s) { } public char data { get { return letter; } set { letter = value; } } public Node nextNode { get { return next; } set { next = value; } } } class SLL { private Node head; private int totalNode; public SLL() { head = null; totalNode = 0; } public void add(char s) { if (head == null) { head = new Node(); head.data = s; } else { Node temp; temp = new Node(); temp.data = s; temp.nextNode = head; head = temp; } totalNode++; } public int count { get { return totalNode; } } public char gethead { get { return head.data; } } public void traverse() { Node temp = head; while(temp != null) { Console.Write(temp.data + " "); temp = temp.nextNode; } } public void reverse() { Node q = null; Node p = this.head; while(p!=null) { Node r=p; p=p.nextNode; r.nextNode=q; q=r; } this.head = q; } } } } Here's what I have so far in trying to work it into Node's constructors: using System; using System.Collections.Generic; using System.Text; using System.IO; namespace PalindromeTester { class Program { static void Main(string[] args) { //Node myList = new Node(); //TextReader tr = new StreamReader("data.txt"); //string line; //while ((line = tr.ReadLine()) != null) //{ // Console.WriteLine(line); //} //tr.Close(); Node myNode = new Node("hello"); Console.Out.WriteLine(myNode.count); myNode.reverse(); myNode.traverse(); // Console.Out.WriteLine(myNode.gethead); Console.In.ReadLine(); } class Node { private char letter; private Node next; private Node head; private int totalNode; public Node() { head = null; totalNode = 0; } public Node(char c) { if (head == null) { head = new Node(); head.data = c; } else { Node temp; temp = new Node(); temp.data = c; temp.nextNode = head; head = temp; } totalNode++; } public Node(string s) { foreach (char x in s) { new Node(x); } } public char data { get { return letter; } set { letter = value; } } public Node nextNode { get { return next; } set { next = value; } } public void reverse() { Node q = null; Node p = this.head; while (p != null) { Node r = p; p = p.nextNode; r.nextNode = q; q = r; } this.head = q; } public void traverse() { Node temp = head; while (temp != null) { Console.Write(temp.data + " "); temp = temp.nextNode; } } public int count { get { return totalNode; } } } } } Ideally, the only constructors and methods I would be left with are Node(), Node(char c), Node(string s), Node reserve() and I'll be reworking traverse into a ToString overload. Any suggestions?

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  • System.ServiceModel.Channels.MessageHeader Error

    - by user220511
    I'm trying to get the following to work on my machine but I get an error (Cannot create an instance of the abstract class or interface 'System.ServiceModel.Channels.MessageHeader') using System; using System.IO; using System.Reflection; namespace com.mycompanyname.business { /// /// Summary description for SessionCreateRQClient. /// class SessionCreateRQClient { /// /// The main entry point. /// [STAThread] static void Main(string[] args) { try { // Set user information, including security credentials and the IPCC. string username = "user"; string password = "password"; string ipcc = "IPCC"; string domain = "DEFAULT"; string temp = Environment.GetEnvironmentVariable("tmp"); // Get temp directory string PropsFileName = temp + "/session.properties"; // Define dir and file name DateTime dt = DateTime.UtcNow; string tstamp = dt.ToString("s") + "Z"; //Create the message header and provide the conversation ID. MessageHeader msgHeader = new MessageHeader(); msgHeader.ConversationId = "TestSession"; // Set the ConversationId From from = new From(); PartyId fromPartyId = new PartyId(); PartyId[] fromPartyIdArr = new PartyId[1]; fromPartyId.Value = "WebServiceClient"; fromPartyIdArr[0] = fromPartyId; from.PartyId = fromPartyIdArr; msgHeader.From = from; To to = new To(); PartyId toPartyId = new PartyId(); PartyId[] toPartyIdArr = new PartyId[1]; toPartyId.Value = "WebServiceSupplier"; toPartyIdArr[0] = toPartyId; to.PartyId = toPartyIdArr; msgHeader.To = to; //Add the value for eb:CPAId, which is the IPCC. //Add the value for the action code of this Web service, SessionCreateRQ. msgHeader.CPAId = ipcc; msgHeader.Action = "SessionCreateRQ"; Service service = new Service(); service.Value = "SessionCreate"; msgHeader.Service = service; MessageData msgData = new MessageData(); msgData.MessageId = "mid:[email protected]"; msgData.Timestamp = tstamp; msgHeader.MessageData = msgData; Security security = new Security(); SecurityUsernameToken securityUserToken = new SecurityUsernameToken(); securityUserToken.Username = username; securityUserToken.Password = password; securityUserToken.Organization = ipcc; securityUserToken.Domain = domain; security.UsernameToken = securityUserToken; SessionCreateRQ req = new SessionCreateRQ(); SessionCreateRQPOS pos = new SessionCreateRQPOS(); SessionCreateRQPOSSource source = new SessionCreateRQPOSSource(); source.PseudoCityCode = ipcc; pos.Source = source; req.POS = pos; SessionCreateRQService serviceObj = new SessionCreateRQService(); serviceObj.MessageHeaderValue = msgHeader; serviceObj.SecurityValue = security; SessionCreateRS resp = serviceObj.SessionCreateRQ(req); // Send the request if (resp.Errors != null && resp.Errors.Error != null) { Console.WriteLine("Error : " + resp.Errors.Error.ErrorInfo.Message); } else { msgHeader = serviceObj.MessageHeaderValue; security = serviceObj.SecurityValue; Console.WriteLine("**********************************************"); Console.WriteLine("Response of SessionCreateRQ service"); Console.WriteLine("BinarySecurityToken returned : " + security.BinarySecurityToken); Console.WriteLine("**********************************************"); string ConvIdLine = "convid="+msgHeader.ConversationId; // ConversationId to a string string TokenLine = "securitytoken="+security.BinarySecurityToken; // BinarySecurityToken to a string string ipccLine = "ipcc="+ipcc; // IPCC to a string File.Delete(PropsFileName); // Clean up TextWriter tw = new StreamWriter(PropsFileName); // Create & open the file tw.WriteLine(DateTime.Now); // Write the date for reference tw.WriteLine(TokenLine); // Write the BinarySecurityToken tw.WriteLine(ConvIdLine); // Write the ConversationId tw.WriteLine(ipccLine); // Write the IPCC tw.Close(); //Console.Read(); } } catch(Exception e) { Console.WriteLine("Exception Message : " + e.Message ); Console.WriteLine("Exception Stack Trace : " + e.StackTrace); Console.Read(); } } } } I have added the reference System.ServiceModel and the lines: using System.ServiceModel; using System.ServiceModel.Channels; but I continue to get that error when trying to compile -- "Cannot create an instance of the abstract class or interface 'System.ServiceModel.Channels.MessageHeader'" I am using Microsoft Visual Studio 2008 Version 9.0.21022.8 RTM Microsoft .NET Framework Version 3.5 SP1 Professional Edition Is there another reference I have to add? Or a dll to move over? I wonder was the code above written for Framework 2.0 only? Thanks for your help.

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  • Save object states in .data or attr - Performance vs CSS?

    - by Neysor
    In response to my answer yesterday about rotating an Image, Jamund told me to use .data() instead of .attr() First I thought that he is right, but then I thought about a bigger context... Is it always better to use .data() instead of .attr()? I looked in some other posts like what-is-better-data-or-attr or jquery-data-vs-attrdata The answers were not satisfactory for me... So I moved on and edited the example by adding CSS. I thought it might be useful to make a different Style on each image if it rotates. My style was the following: .rp[data-rotate="0"] { border:10px solid #FF0000; } .rp[data-rotate="90"] { border:10px solid #00FF00; } .rp[data-rotate="180"] { border:10px solid #0000FF; } .rp[data-rotate="270"] { border:10px solid #00FF00; } Because design and coding are often separated, it could be a nice feature to handle this in CSS instead of adding this functionality into JavaScript. Also in my case the data-rotate is like a special state which the image currently has. So in my opinion it make sense to represent it within the DOM. I also thought this could be a case where it is much better to save with .attr() then with .data(). Never mentioned before in one of the posts I read. But then i thought about performance. Which function is faster? I built my own test following: <!DOCTYPE HTML> <html> <head> <title>test</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <script type="text/javascript"> function runfirst(dobj,dname){ console.log("runfirst "+dname); console.time(dname+"-attr"); for(i=0;i<10000;i++){ dobj.attr("data-test","a"+i); } console.timeEnd(dname+"-attr"); console.time(dname+"-data"); for(i=0;i<10000;i++){ dobj.data("data-test","a"+i); } console.timeEnd(dname+"-data"); } function runlast(dobj,dname){ console.log("runlast "+dname); console.time(dname+"-data"); for(i=0;i<10000;i++){ dobj.data("data-test","a"+i); } console.timeEnd(dname+"-data"); console.time(dname+"-attr"); for(i=0;i<10000;i++){ dobj.attr("data-test","a"+i); } console.timeEnd(dname+"-attr"); } $().ready(function() { runfirst($("#rp4"),"#rp4"); runfirst($("#rp3"),"#rp3"); runlast($("#rp2"),"#rp2"); runlast($("#rp1"),"#rp1"); }); </script> </head> <body> <div id="rp1">Testdiv 1</div> <div id="rp2" data-test="1">Testdiv 2</div> <div id="rp3">Testdiv 3</div> <div id="rp4" data-test="1">Testdiv 4</div> </body> </html> It should also show if there is a difference with a predefined data-test or not. One result was this: runfirst #rp4 #rp4-attr: 515ms #rp4-data: 268ms runfirst #rp3 #rp3-attr: 505ms #rp3-data: 264ms runlast #rp2 #rp2-data: 260ms #rp2-attr: 521ms runlast #rp1 #rp1-data: 284ms #rp1-attr: 525ms So the .attr() function did always need more time than the .data() function. This is an argument for .data() I thought. Because performance is always an argument! Then I wanted to post my results here with some questions, and in the act of writing I compared with the questions Stack Overflow showed me (similar titles) And true enough, there was one interesting post about performance I read it and run their example. And now I am confused! This test showed that .data() is slower then .attr() !?!! Why is that so? First I thought it is because of a different jQuery library so I edited it and saved the new one. But the result wasn't changing... So now my questions to you: Why are there some differences in the performance in these two examples? Would you prefer to use data- HTML5 attributes instead of data, if it represents a state? Although it wouldn't be needed at the time of coding? Why - Why not? Now depending on the performance: Would performance be an argument for you using .attr() instead of data, if it shows that .attr() is better? Although data is meant to be used for .data()? UPDATE 1: I did see that without overhead .data() is much faster. Misinterpreted the data :) But I'm more interested in my second question. :) Would you prefer to use data- HTML5 attributes instead of data, if it represents a state? Although it wouldn't be needed at the time of coding? Why - Why not? Are there some other reasons you can think of, to use .attr() and not .data()? e.g. interoperability? because .data() is jquery style and HTML Attributes can be read by all... UPDATE 2: As we see from T.J Crowder's speed test in his answer attr is much faster then data! which is again confusing me :) But please! Performance is an argument, but not the highest! So give answers to my other questions please too!

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  • Process.Start() and ShellExecute() fails with URLs on Windows 8

    - by Rick Strahl
    Since I installed Windows 8 I've noticed that a number of my applications appear to have problems opening URLs. That is when I click on a link inside of a Windows application, either nothing happens or there's an error that occurs. It's happening both to my own applications and a host of Windows applications I'm running. At first I thought this was an issue with my default browser (Chrome) but after switching the default browser to a few others and experimenting a bit I noticed that the errors occur - oddly enough - only when I run an application as an Administrator. I also tried switching to FireFox and Opera as my default browser and saw exactly the same behavior. The scenario for this is a bit bizarre: Running on Windows 8 Call Process.Start() (or ShellExecute() in Win32 API) with a URL or an HTML file Run 'As Administrator' (works fine under non-elevated user account!) or with UAC off A browser other than Internet Explorer is set as your Default Web Browser Talk about a weird scenario: Something that doesn't work when you run as an Administrator which is supposed to have rights to everything on the system! Instead running under an Admin account - either elevated with a User Account Control prompt or even when running as a full Administrator fails. It appears that this problem does not occur for everyone, but when I looked for a solution to this, I saw quite a few posts in relation to this with no clear resolutions. I have three Windows 8 machines running here in the office and all three of them showed this behavior. Lest you think this is just a programmer's problem - this can affect any software running on your system that needs to run under administrative rights. Try it out Now, in order for this next example to fail, any browser but Internet Explorer has to be your default browser and even then it may not fail depending on how you installed your browser. To see if this is a problem create a small Console application and call Process.Start() with a URL in it:namespace Win8ShellBugConsole { class Program { static void Main(string[] args) { Console.WriteLine("Launching Url..."); Process.Start("http://microsoft.com"); Console.Write("Press any key to continue..."); Console.ReadKey(); Console.WriteLine("\r\n\r\nLaunching image..."); Process.Start(Path.GetFullPath(@"..\..\sailbig.jpg")); Console.Write("Press any key to continue..."); Console.ReadKey(); } } } Compile this code. Then execute the code from Explorer (not from Visual Studio because that may change the permissions). If you simply run the EXE and you're not running as an administrator, you'll see the Web page pop up in the browser as well as the image loading. Now run the same thing with Run As Administrator: Now when you run it you get a nice error when Process.Start() is fired: The same happens if you are running with User Account Control off altogether - ie. you are running as a full admin account. Now if you comment out the URL in the code above and just fire the image display - that works just fine in any user mode. As does opening any other local file type or even starting a new EXE locally (ie. Process.Start("c:\windows\notepad.exe"). All that works, EXCEPT for URLs. The code above uses Process.Start() in .NET but the same happens in Win32 Applications that use the ShellExecute API. In some of my older Fox apps ShellExecute returns an error code of 31 - which is No Shell Association found. What's the Deal? It turns out the problem has to do with the way browsers are registering themselves on Windows. Internet Explorer - being a built-in application in Windows 8 - apparently does this correctly, but other browsers possibly don't or at least didn't at the time I installed them. So even Chrome, which continually updates itself, has a recent version that apparently has this registration issue fixed, I was unable to simply set IE as my default browser then use Chrome to 'Set as Default Browser'. It still didn't work. Neither did using the Set Program Associations dialog which lets you assign what extensions are mapped to by a given application. Each application provides a set of extension/moniker mappings that it supports and this dialog lets you associate them on a system wide basis. This also did not work for Chrome or any of the other browsers at first. However, after repeated retries here eventually I did manage to get FireFox to work, but not any of the others. What Works? Reinstall the Browser In the end I decided on the hard core pull the plug solution: Totally uninstall and re-install Chrome in this case. And lo and behold, after reinstall everything was working fine. Now even removing the association for Chrome, switching to IE as the default browser and then back to Chrome works. But, even though the version of Chrome I was running before uninstalling and reinstalling is the same as I'm running now after the reinstall now it works. Of course I had to find out the hard way, before Richard commented with a note regarding what the issue is with Chrome at least: http://code.google.com/p/chromium/issues/detail?id=156400 As expected the issue is a registration issue - with keys not being registered at the machine level. Reading this I'm still not sure why this should be a problem - an elevated account still runs under the same user account (ie. I'm still rickstrahl even if I Run As Administrator), so why shouldn't an app be able to read my Current User registry hive? And also that doesn't quite explain why if I register the extensions using Run As Administrator in Chrome when using Set as Default Browser). But in the end it works… Not so fast It's now a couple of days later and still there are some oddball problems although this time they appear to be purely Chrome issues. After the reinstall Chrome seems to pop up properly with ShellExecute() calls both in regular user and Admin mode. However, it now looks like Chrome is actually running two completely separate user profiles for each. For example, when I run Visual Studio in Admin mode and go to View in browser, Chrome complains that it was installed in Admin mode and can't launch (WTF?). Then you retry a few times later and it ends up working. When launched that way some of the plug-ins installed don't show up with the effect that sometimes they're visible sometimes they're not. Also Chrome seems to loose my configuration and Google sign in between sessions now, presumably when switching user modes. Add-ins installed in admin mode don't show up in user mode and vice versa. Ah, this is lovely. Did I mention that I freaking hate UAC precisely because of this kind of bullshit. You can never tell exactly what account your app is running under, and apparently apps also have a hard time trying to put data into the right place that works for both scenarios. And as my recent post on using Windows Live accounts shows it's yet another level of abstraction ontop of the underlying system identity that can cause all sort of small side effect headaches like this. Hopefully, most of you are skirting this issue altogether - having installed more recent versions of your favorite browsers. If not, hopefully this post will take you straight to reinstallation to fix this annoying issue.© Rick Strahl, West Wind Technologies, 2005-2012Posted in Windows  .NET   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Refactoring FizzBuzz

    - by MarkPearl
    A few years ago I blogger about FizzBuzz, at the time the post was prompted by Scott Hanselman who had podcasted about how surprized he was that some programmers could not even solve the FizzBuzz problem within a reasonable period of time during a job interview. At the time I thought I would give the problem a go in F# and sure enough the solution was fairly simple – I then also did a basic solution in C# but never posted it. Since then I have learned that being able to solve a problem and how you solve the problem are two totally different things. Today I decided to give the problem a retry and see if I had learnt anything new in the last year or so. Here is how my solution looked after refactoring… Solution 1 – Cheap and Nasty public class FizzBuzzCalculator { public string NumberFormat(int number) { var numDivisibleBy3 = (number % 3) == 0; var numDivisibleBy5 = (number % 5) == 0; if (numDivisibleBy3 && numDivisibleBy5) return String.Format("{0} FizzBuz", number); else if (numDivisibleBy3) return String.Format("{0} Fizz", number); else if (numDivisibleBy5) return String.Format("{0} Buz", number); return number.ToString(); } } class Program { static void Main(string[] args) { var fizzBuzz = new FizzBuzzCalculator(); for (int i = 0; i < 100; i++) { Console.WriteLine(fizzBuzz.NumberFormat(i)); } } } My first attempt I just looked at solving the problem – it works, and could be an acceptable solution but tonight I thought I would see how far  I could refactor it… The section I decided to focus on was the mass of if..else code in the NumberFormat method. Solution 2 – Replacing If…Else with a Dictionary public class FizzBuzzCalculator { private readonly Dictionary<Tuple<bool, bool>, string> _mappings; public FizzBuzzCalculator(Dictionary<Tuple<bool, bool>, string> mappings) { _mappings = mappings; } public string NumberFormat(int number) { var numDivisibleBy3 = (number % 3) == 0; var numDivisibleBy5 = (number % 5) == 0; var mappedKey = new Tuple<bool, bool>(numDivisibleBy3, numDivisibleBy5); return String.Format("{0} {1}", number, _mappings[mappedKey]); } } class Program { static void Main(string[] args) { var mappings = new Dictionary<Tuple<bool, bool>, string> { { new Tuple<bool, bool>(true, true), "- FizzBuzz"}, { new Tuple<bool, bool>(true, false), "- Fizz"}, { new Tuple<bool, bool>(false, true), "- Buzz"}, { new Tuple<bool, bool>(false, false), ""} }; var fizzBuzz = new FizzBuzzCalculator(mappings); for (int i = 0; i < 100; i++) { Console.WriteLine(fizzBuzz.NumberFormat(i)); } Console.ReadLine(); } } In my second attempt I looked at removing the if else in the NumberFormat method. A dictionary proved to be useful for this – I added a constructor to the class and injected the dictionary mapping. One could argue that this is totally overkill, but if I was going to use this code in a large system an approach like this makes it easy to put this data in a configuration file, which would up its OC (Open for extensibility, closed for modification principle). I could of course take the OC principle even further – the check for divisibility by 3 and 5 is tightly coupled to this class. If I wanted to make it 4 instead of 3, I would need to adjust this class. This introduces my third refactoring. Solution 3 – Introducing Delegates and Injecting them into the class public delegate bool FizzBuzzComparison(int number); public class FizzBuzzCalculator { private readonly Dictionary<Tuple<bool, bool>, string> _mappings; private readonly FizzBuzzComparison _comparison1; private readonly FizzBuzzComparison _comparison2; public FizzBuzzCalculator(Dictionary<Tuple<bool, bool>, string> mappings, FizzBuzzComparison comparison1, FizzBuzzComparison comparison2) { _mappings = mappings; _comparison1 = comparison1; _comparison2 = comparison2; } public string NumberFormat(int number) { var mappedKey = new Tuple<bool, bool>(_comparison1(number), _comparison2(number)); return String.Format("{0} {1}", number, _mappings[mappedKey]); } } class Program { private static bool DivisibleByNum(int number, int divisor) { return number % divisor == 0; } public static bool Divisibleby3(int number) { return number % 3 == 0; } public static bool Divisibleby5(int number) { return number % 5 == 0; } static void Main(string[] args) { var mappings = new Dictionary<Tuple<bool, bool>, string> { { new Tuple<bool, bool>(true, true), "- FizzBuzz"}, { new Tuple<bool, bool>(true, false), "- Fizz"}, { new Tuple<bool, bool>(false, true), "- Buzz"}, { new Tuple<bool, bool>(false, false), ""} }; var fizzBuzz = new FizzBuzzCalculator(mappings, Divisibleby3, Divisibleby5); for (int i = 0; i < 100; i++) { Console.WriteLine(fizzBuzz.NumberFormat(i)); } Console.ReadLine(); } } I have taken this one step further and introduced delegates that are injected into the FizzBuzz Calculator class, from an OC principle perspective it has probably made it more compliant than the previous Solution 2, but there seems to be a lot of noise. Anonymous Delegates increase the readability level, which is what I have done in Solution 4. Solution 4 – Anon Delegates public delegate bool FizzBuzzComparison(int number); public class FizzBuzzCalculator { private readonly Dictionary<Tuple<bool, bool>, string> _mappings; private readonly FizzBuzzComparison _comparison1; private readonly FizzBuzzComparison _comparison2; public FizzBuzzCalculator(Dictionary<Tuple<bool, bool>, string> mappings, FizzBuzzComparison comparison1, FizzBuzzComparison comparison2) { _mappings = mappings; _comparison1 = comparison1; _comparison2 = comparison2; } public string NumberFormat(int number) { var mappedKey = new Tuple<bool, bool>(_comparison1(number), _comparison2(number)); return String.Format("{0} {1}", number, _mappings[mappedKey]); } } class Program { static void Main(string[] args) { var mappings = new Dictionary<Tuple<bool, bool>, string> { { new Tuple<bool, bool>(true, true), "- FizzBuzz"}, { new Tuple<bool, bool>(true, false), "- Fizz"}, { new Tuple<bool, bool>(false, true), "- Buzz"}, { new Tuple<bool, bool>(false, false), ""} }; var fizzBuzz = new FizzBuzzCalculator(mappings, (n) => n % 3 == 0, (n) => n % 5 == 0); for (int i = 0; i < 100; i++) { Console.WriteLine(fizzBuzz.NumberFormat(i)); } Console.ReadLine(); } }   Using the anonymous delegates I think the noise level has now been reduced. This is where I am going to end this post, I have gone through 4 iterations of the code from the initial solution using If..Else to delegates and dictionaries. I think each approach would have it’s pro’s and con’s and depending on the intention of where the code would be used would be a large determining factor. If you can think of an alternative way to do FizzBuzz, add a comment!

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  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

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  • Combining template method with strategy

    - by Mekswoll
    An assignment in my software engineering class is to design an application which can play different forms a particular game. The game in question is Mancala, some of these games are called Wari or Kalah. These games differ in some aspects but for my question it's only important to know that the games could differ in the following: The way in which the result of a move is handled The way in which the end of the game is determined The way in which the winner is determined The first thing that came to my mind to design this was to use the strategy pattern, I have a variation in algorithms (the actual rules of the game). The design could look like this: I then thought to myself that in the game of Mancala and Wari the way the winner is determined is exactly the same and the code would be duplicated. I don't think this is by definition a violation of the 'one rule, one place' or DRY principle seeing as a change in rules for Mancala wouldn't automatically mean that rule should be changed in Wari as well. Nevertheless from the feedback I got from my professor I got the impression to find a different design. I then came up with this: Each game (Mancala, Wari, Kalah, ...) would just have attribute of the type of each rule's interface, i.e. WinnerDeterminer and if there's a Mancala 2.0 version which is the same as Mancala 1.0 except for how the winner is determined it can just use the Mancala versions. I think the implementation of these rules as a strategy pattern is certainly valid. But the real problem comes when I want to design it further. In reading about the template method pattern I immediately thought it could be applied to this problem. The actions that are done when a user makes a move are always the same, and in the same order, namely: deposit stones in holes (this is the same for all games, so would be implemented in the template method itself) determine the result of the move determine if the game has finished because of the previous move if the game has finished, determine who has won Those three last steps are all in my strategy pattern described above. I'm having a lot of trouble combining these two. One possible solution I found would be to abandon the strategy pattern and do the following: I don't really see the design difference between the strategy pattern and this? But I am certain I need to use a template method (although I was just as sure about having to use a strategy pattern). I also can't determine who would be responsible for creating the TurnTemplate object, whereas with the strategy pattern I feel I have families of objects (the three rules) which I could easily create using an abstract factory pattern. I would then have a MancalaRuleFactory, WariRuleFactory, etc. and they would create the correct instances of the rules and hand me back a RuleSet object. Let's say that I use the strategy + abstract factory pattern and I have a RuleSet object which has algorithms for the three rules in it. The only way I feel I can still use the template method pattern with this is to pass this RuleSet object to my TurnTemplate. The 'problem' that then surfaces is that I would never need my concrete implementations of the TurnTemplate, these classes would become obsolete. In my protected methods in the TurnTemplate I could just call ruleSet.determineWinner(). As a consequence, the TurnTemplate class would no longer be abstract but would have to become concrete, is it then still a template method pattern? To summarize, am I thinking in the right way or am I missing something easy? If I'm on the right track, how do I combine a strategy pattern and a template method pattern? This is part of a homework assignment but I'm not looking to be gifted the answer, I have deliberately been very verbose in my question to show that I have thought about it before coming here to ask a question

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  • C#/.NET Little Wonders: The Concurrent Collections (1 of 3)

    - by James Michael Hare
    Once again we consider some of the lesser known classes and keywords of C#.  In the next few weeks, we will discuss the concurrent collections and how they have changed the face of concurrent programming. This week’s post will begin with a general introduction and discuss the ConcurrentStack<T> and ConcurrentQueue<T>.  Then in the following post we’ll discuss the ConcurrentDictionary<T> and ConcurrentBag<T>.  Finally, we shall close on the third post with a discussion of the BlockingCollection<T>. For more of the "Little Wonders" posts, see the index here. A brief history of collections In the beginning was the .NET 1.0 Framework.  And out of this framework emerged the System.Collections namespace, and it was good.  It contained all the basic things a growing programming language needs like the ArrayList and Hashtable collections.  The main problem, of course, with these original collections is that they held items of type object which means you had to be disciplined enough to use them correctly or you could end up with runtime errors if you got an object of a type you weren't expecting. Then came .NET 2.0 and generics and our world changed forever!  With generics the C# language finally got an equivalent of the very powerful C++ templates.  As such, the System.Collections.Generic was born and we got type-safe versions of all are favorite collections.  The List<T> succeeded the ArrayList and the Dictionary<TKey,TValue> succeeded the Hashtable and so on.  The new versions of the library were not only safer because they checked types at compile-time, in many cases they were more performant as well.  So much so that it's Microsoft's recommendation that the System.Collections original collections only be used for backwards compatibility. So we as developers came to know and love the generic collections and took them into our hearts and embraced them.  The problem is, thread safety in both the original collections and the generic collections can be problematic, for very different reasons. Now, if you are only doing single-threaded development you may not care – after all, no locking is required.  Even if you do have multiple threads, if a collection is “load-once, read-many” you don’t need to do anything to protect that container from multi-threaded access, as illustrated below: 1: public static class OrderTypeTranslator 2: { 3: // because this dictionary is loaded once before it is ever accessed, we don't need to synchronize 4: // multi-threaded read access 5: private static readonly Dictionary<string, char> _translator = new Dictionary<string, char> 6: { 7: {"New", 'N'}, 8: {"Update", 'U'}, 9: {"Cancel", 'X'} 10: }; 11:  12: // the only public interface into the dictionary is for reading, so inherently thread-safe 13: public static char? Translate(string orderType) 14: { 15: char charValue; 16: if (_translator.TryGetValue(orderType, out charValue)) 17: { 18: return charValue; 19: } 20:  21: return null; 22: } 23: } Unfortunately, most of our computer science problems cannot get by with just single-threaded applications or with multi-threading in a load-once manner.  Looking at  today's trends, it's clear to see that computers are not so much getting faster because of faster processor speeds -- we've nearly reached the limits we can push through with today's technologies -- but more because we're adding more cores to the boxes.  With this new hardware paradigm, it is even more important to use multi-threaded applications to take full advantage of parallel processing to achieve higher application speeds. So let's look at how to use collections in a thread-safe manner. Using historical collections in a concurrent fashion The early .NET collections (System.Collections) had a Synchronized() static method that could be used to wrap the early collections to make them completely thread-safe.  This paradigm was dropped in the generic collections (System.Collections.Generic) because having a synchronized wrapper resulted in atomic locks for all operations, which could prove overkill in many multithreading situations.  Thus the paradigm shifted to having the user of the collection specify their own locking, usually with an external object: 1: public class OrderAggregator 2: { 3: private static readonly Dictionary<string, List<Order>> _orders = new Dictionary<string, List<Order>>(); 4: private static readonly _orderLock = new object(); 5:  6: public void Add(string accountNumber, Order newOrder) 7: { 8: List<Order> ordersForAccount; 9:  10: // a complex operation like this should all be protected 11: lock (_orderLock) 12: { 13: if (!_orders.TryGetValue(accountNumber, out ordersForAccount)) 14: { 15: _orders.Add(accountNumber, ordersForAccount = new List<Order>()); 16: } 17:  18: ordersForAccount.Add(newOrder); 19: } 20: } 21: } Notice how we’re performing several operations on the dictionary under one lock.  With the Synchronized() static methods of the early collections, you wouldn’t be able to specify this level of locking (a more macro-level).  So in the generic collections, it was decided that if a user needed synchronization, they could implement their own locking scheme instead so that they could provide synchronization as needed. The need for better concurrent access to collections Here’s the problem: it’s relatively easy to write a collection that locks itself down completely for access, but anything more complex than that can be difficult and error-prone to write, and much less to make it perform efficiently!  For example, what if you have a Dictionary that has frequent reads but in-frequent updates?  Do you want to lock down the entire Dictionary for every access?  This would be overkill and would prevent concurrent reads.  In such cases you could use something like a ReaderWriterLockSlim which allows for multiple readers in a lock, and then once a writer grabs the lock it blocks all further readers until the writer is done (in a nutshell).  This is all very complex stuff to consider. Fortunately, this is where the Concurrent Collections come in.  The Parallel Computing Platform team at Microsoft went through great pains to determine how to make a set of concurrent collections that would have the best performance characteristics for general case multi-threaded use. Now, as in all things involving threading, you should always make sure you evaluate all your container options based on the particular usage scenario and the degree of parallelism you wish to acheive. This article should not be taken to understand that these collections are always supperior to the generic collections. Each fills a particular need for a particular situation. Understanding what each container is optimized for is key to the success of your application whether it be single-threaded or multi-threaded. General points to consider with the concurrent collections The MSDN points out that the concurrent collections all support the ICollection interface. However, since the collections are already synchronized, the IsSynchronized property always returns false, and SyncRoot always returns null.  Thus you should not attempt to use these properties for synchronization purposes. Note that since the concurrent collections also may have different operations than the traditional data structures you may be used to.  Now you may ask why they did this, but it was done out of necessity to keep operations safe and atomic.  For example, in order to do a Pop() on a stack you have to know the stack is non-empty, but between the time you check the stack’s IsEmpty property and then do the Pop() another thread may have come in and made the stack empty!  This is why some of the traditional operations have been changed to make them safe for concurrent use. In addition, some properties and methods in the concurrent collections achieve concurrency by creating a snapshot of the collection, which means that some operations that were traditionally O(1) may now be O(n) in the concurrent models.  I’ll try to point these out as we talk about each collection so you can be aware of any potential performance impacts.  Finally, all the concurrent containers are safe for enumeration even while being modified, but some of the containers support this in different ways (snapshot vs. dirty iteration).  Once again I’ll highlight how thread-safe enumeration works for each collection. ConcurrentStack<T>: The thread-safe LIFO container The ConcurrentStack<T> is the thread-safe counterpart to the System.Collections.Generic.Stack<T>, which as you may remember is your standard last-in-first-out container.  If you think of algorithms that favor stack usage (for example, depth-first searches of graphs and trees) then you can see how using a thread-safe stack would be of benefit. The ConcurrentStack<T> achieves thread-safe access by using System.Threading.Interlocked operations.  This means that the multi-threaded access to the stack requires no traditional locking and is very, very fast! For the most part, the ConcurrentStack<T> behaves like it’s Stack<T> counterpart with a few differences: Pop() was removed in favor of TryPop() Returns true if an item existed and was popped and false if empty. PushRange() and TryPopRange() were added Allows you to push multiple items and pop multiple items atomically. Count takes a snapshot of the stack and then counts the items. This means it is a O(n) operation, if you just want to check for an empty stack, call IsEmpty instead which is O(1). ToArray() and GetEnumerator() both also take snapshots. This means that iteration over a stack will give you a static view at the time of the call and will not reflect updates. Pushing on a ConcurrentStack<T> works just like you’d expect except for the aforementioned PushRange() method that was added to allow you to push a range of items concurrently. 1: var stack = new ConcurrentStack<string>(); 2:  3: // adding to stack is much the same as before 4: stack.Push("First"); 5:  6: // but you can also push multiple items in one atomic operation (no interleaves) 7: stack.PushRange(new [] { "Second", "Third", "Fourth" }); For looking at the top item of the stack (without removing it) the Peek() method has been removed in favor of a TryPeek().  This is because in order to do a peek the stack must be non-empty, but between the time you check for empty and the time you execute the peek the stack contents may have changed.  Thus the TryPeek() was created to be an atomic check for empty, and then peek if not empty: 1: // to look at top item of stack without removing it, can use TryPeek. 2: // Note that there is no Peek(), this is because you need to check for empty first. TryPeek does. 3: string item; 4: if (stack.TryPeek(out item)) 5: { 6: Console.WriteLine("Top item was " + item); 7: } 8: else 9: { 10: Console.WriteLine("Stack was empty."); 11: } Finally, to remove items from the stack, we have the TryPop() for single, and TryPopRange() for multiple items.  Just like the TryPeek(), these operations replace Pop() since we need to ensure atomically that the stack is non-empty before we pop from it: 1: // to remove items, use TryPop or TryPopRange to get multiple items atomically (no interleaves) 2: if (stack.TryPop(out item)) 3: { 4: Console.WriteLine("Popped " + item); 5: } 6:  7: // TryPopRange will only pop up to the number of spaces in the array, the actual number popped is returned. 8: var poppedItems = new string[2]; 9: int numPopped = stack.TryPopRange(poppedItems); 10:  11: foreach (var theItem in poppedItems.Take(numPopped)) 12: { 13: Console.WriteLine("Popped " + theItem); 14: } Finally, note that as stated before, GetEnumerator() and ToArray() gets a snapshot of the data at the time of the call.  That means if you are enumerating the stack you will get a snapshot of the stack at the time of the call.  This is illustrated below: 1: var stack = new ConcurrentStack<string>(); 2:  3: // adding to stack is much the same as before 4: stack.Push("First"); 5:  6: var results = stack.GetEnumerator(); 7:  8: // but you can also push multiple items in one atomic operation (no interleaves) 9: stack.PushRange(new [] { "Second", "Third", "Fourth" }); 10:  11: while(results.MoveNext()) 12: { 13: Console.WriteLine("Stack only has: " + results.Current); 14: } The only item that will be printed out in the above code is "First" because the snapshot was taken before the other items were added. This may sound like an issue, but it’s really for safety and is more correct.  You don’t want to enumerate a stack and have half a view of the stack before an update and half a view of the stack after an update, after all.  In addition, note that this is still thread-safe, whereas iterating through a non-concurrent collection while updating it in the old collections would cause an exception. ConcurrentQueue<T>: The thread-safe FIFO container The ConcurrentQueue<T> is the thread-safe counterpart of the System.Collections.Generic.Queue<T> class.  The concurrent queue uses an underlying list of small arrays and lock-free System.Threading.Interlocked operations on the head and tail arrays.  Once again, this allows us to do thread-safe operations without the need for heavy locks! The ConcurrentQueue<T> (like the ConcurrentStack<T>) has some departures from the non-concurrent counterpart.  Most notably: Dequeue() was removed in favor of TryDequeue(). Returns true if an item existed and was dequeued and false if empty. Count does not take a snapshot It subtracts the head and tail index to get the count.  This results overall in a O(1) complexity which is quite good.  It’s still recommended, however, that for empty checks you call IsEmpty instead of comparing Count to zero. ToArray() and GetEnumerator() both take snapshots. This means that iteration over a queue will give you a static view at the time of the call and will not reflect updates. The Enqueue() method on the ConcurrentQueue<T> works much the same as the generic Queue<T>: 1: var queue = new ConcurrentQueue<string>(); 2:  3: // adding to queue is much the same as before 4: queue.Enqueue("First"); 5: queue.Enqueue("Second"); 6: queue.Enqueue("Third"); For front item access, the TryPeek() method must be used to attempt to see the first item if the queue.  There is no Peek() method since, as you’ll remember, we can only peek on a non-empty queue, so we must have an atomic TryPeek() that checks for empty and then returns the first item if the queue is non-empty. 1: // to look at first item in queue without removing it, can use TryPeek. 2: // Note that there is no Peek(), this is because you need to check for empty first. TryPeek does. 3: string item; 4: if (queue.TryPeek(out item)) 5: { 6: Console.WriteLine("First item was " + item); 7: } 8: else 9: { 10: Console.WriteLine("Queue was empty."); 11: } Then, to remove items you use TryDequeue().  Once again this is for the same reason we have TryPeek() and not Peek(): 1: // to remove items, use TryDequeue. If queue is empty returns false. 2: if (queue.TryDequeue(out item)) 3: { 4: Console.WriteLine("Dequeued first item " + item); 5: } Just like the concurrent stack, the ConcurrentQueue<T> takes a snapshot when you call ToArray() or GetEnumerator() which means that subsequent updates to the queue will not be seen when you iterate over the results.  Thus once again the code below will only show the first item, since the other items were added after the snapshot. 1: var queue = new ConcurrentQueue<string>(); 2:  3: // adding to queue is much the same as before 4: queue.Enqueue("First"); 5:  6: var iterator = queue.GetEnumerator(); 7:  8: queue.Enqueue("Second"); 9: queue.Enqueue("Third"); 10:  11: // only shows First 12: while (iterator.MoveNext()) 13: { 14: Console.WriteLine("Dequeued item " + iterator.Current); 15: } Using collections concurrently You’ll notice in the examples above I stuck to using single-threaded examples so as to make them deterministic and the results obvious.  Of course, if we used these collections in a truly multi-threaded way the results would be less deterministic, but would still be thread-safe and with no locking on your part required! For example, say you have an order processor that takes an IEnumerable<Order> and handles each other in a multi-threaded fashion, then groups the responses together in a concurrent collection for aggregation.  This can be done easily with the TPL’s Parallel.ForEach(): 1: public static IEnumerable<OrderResult> ProcessOrders(IEnumerable<Order> orderList) 2: { 3: var proxy = new OrderProxy(); 4: var results = new ConcurrentQueue<OrderResult>(); 5:  6: // notice that we can process all these in parallel and put the results 7: // into our concurrent collection without needing any external locking! 8: Parallel.ForEach(orderList, 9: order => 10: { 11: var result = proxy.PlaceOrder(order); 12:  13: results.Enqueue(result); 14: }); 15:  16: return results; 17: } Summary Obviously, if you do not need multi-threaded safety, you don’t need to use these collections, but when you do need multi-threaded collections these are just the ticket! The plethora of features (I always think of the movie The Three Amigos when I say plethora) built into these containers and the amazing way they acheive thread-safe access in an efficient manner is wonderful to behold. Stay tuned next week where we’ll continue our discussion with the ConcurrentBag<T> and the ConcurrentDictionary<TKey,TValue>. For some excellent information on the performance of the concurrent collections and how they perform compared to a traditional brute-force locking strategy, see this wonderful whitepaper by the Microsoft Parallel Computing Platform team here.   Tweet Technorati Tags: C#,.NET,Concurrent Collections,Collections,Multi-Threading,Little Wonders,BlackRabbitCoder,James Michael Hare

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  • AuthnRequest Settings in OIF / SP

    - by Damien Carru
    In this article, I will list the various OIF/SP settings that affect how an AuthnRequest message is created in OIF in a Federation SSO flow. The AuthnRequest message is used by an SP to start a Federation SSO operation and to indicate to the IdP how the operation should be executed: How the user should be challenged at the IdP Whether or not the user should be challenged at the IdP, even if a session already exists at the IdP for this user Which NameID format should be requested in the SAML Assertion Which binding (Artifact or HTTP-POST) should be requested from the IdP to send the Assertion Which profile should be used by OIF/SP to send the AuthnRequest message Enjoy the reading! Protocols The SAML 2.0, SAML 1.1 and OpenID 2.0 protocols define different message elements and rules that allow an administrator to influence the Federation SSO flows in different manners, when the SP triggers an SSO operation: SAML 2.0 allows extensive customization via the AuthnRequest message SAML 1.1 does not allow any customization, since the specifications do not define an authentication request message OpenID 2.0 allows for some customization, mainly via the OpenID 2.0 extensions such as PAPE or UI SAML 2.0 OIF/SP allows the customization of the SAML 2.0 AuthnRequest message for the following elements: ForceAuthn: Boolean indicating whether or not the IdP should force the user for re-authentication, even if the user has still a valid session By default set to false IsPassive Boolean indicating whether or not the IdP is allowed to interact with the user as part of the Federation SSO operation. If false, the Federation SSO operation might result in a failure with the NoPassive error code, because the IdP will not have been able to identify the user By default set to false RequestedAuthnContext Element indicating how the user should be challenged at the IdP If the SP requests a Federation Authentication Method unknown to the IdP or for which the IdP is not configured, then the Federation SSO flow will result in a failure with the NoAuthnContext error code By default missing NameIDPolicy Element indicating which NameID format the IdP should include in the SAML Assertion If the SP requests a NameID format unknown to the IdP or for which the IdP is not configured, then the Federation SSO flow will result in a failure with the InvalidNameIDPolicy error code If missing, the IdP will generally use the default NameID format configured for this SP partner at the IdP By default missing ProtocolBinding Element indicating which SAML binding should be used by the IdP to redirect the user to the SP with the SAML Assertion Set to Artifact or HTTP-POST By default set to HTTP-POST OIF/SP also allows the administrator to configure the server to: Set which binding should be used by OIF/SP to redirect the user to the IdP with the SAML 2.0 AuthnRequest message: Redirect or HTTP-POST By default set to Redirect Set which binding should be used by OIF/SP to redirect the user to the IdP during logout with SAML 2.0 Logout messages: Redirect or HTTP-POST By default set to Redirect SAML 1.1 The SAML 1.1 specifications do not define a message for the SP to send to the IdP when a Federation SSO operation is started. As such, there is no capability to configure OIF/SP on how to affect the start of the Federation SSO flow. OpenID 2.0 OpenID 2.0 defines several extensions that can be used by the SP/RP to affect how the Federation SSO operation will take place: OpenID request: mode: String indicating if the IdP/OP can visually interact with the user checkid_immediate does not allow the IdP/OP to interact with the user checkid_setup allows user interaction By default set to checkid_setup PAPE Extension: max_auth_age : Integer indicating in seconds the maximum amount of time since when the user authenticated at the IdP. If MaxAuthnAge is bigger that the time since when the user last authenticated at the IdP, then the user must be re-challenged. OIF/SP will set this attribute to 0 if the administrator configured ForceAuthn to true, otherwise this attribute won't be set Default missing preferred_auth_policies Contains a Federation Authentication Method Element indicating how the user should be challenged at the IdP By default missing Only specified in the OpenID request if the IdP/OP supports PAPE in XRDS, if OpenID discovery is used. UI Extension Popup mode Boolean indicating the popup mode is enabled for the Federation SSO By default missing Language Preference String containing the preferred language, set based on the browser's language preferences. By default missing Icon: Boolean indicating if the icon feature is enabled. In that case, the IdP/OP would look at the SP/RP XRDS to determine how to retrieve the icon By default missing Only specified in the OpenID request if the IdP/OP supports UI Extenstion in XRDS, if OpenID discovery is used. ForceAuthn and IsPassive WLST Command OIF/SP provides the WLST configureIdPAuthnRequest() command to set: ForceAuthn as a boolean: In a SAML 2.0 AuthnRequest, the ForceAuthn field will be set to true or false In an OpenID 2.0 request, if ForceAuthn in the configuration was set to true, then the max_auth_age field of the PAPE request will be set to 0, otherwise, max_auth_age won't be set IsPassive as a boolean: In a SAML 2.0 AuthnRequest, the IsPassive field will be set to true or false In an OpenID 2.0 request, if IsPassive in the configuration was set to true, then the mode field of the OpenID request will be set to checkid_immediate, otherwise set to checkid_setup Test In this test, OIF/SP is integrated with a remote SAML 2.0 IdP Partner, with the OOTB configuration. Based on this setup, when OIF/SP starts a Federation SSO flow, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer>   <samlp:NameIDPolicy AllowCreate="true"/></samlp:AuthnRequest> Let's configure OIF/SP for that IdP Partner, so that the SP will require the IdP to re-challenge the user, even if the user is already authenticated: Enter the WLST environment by executing:$IAM_ORACLE_HOME/common/bin/wlst.sh Connect to the WLS Admin server:connect() Navigate to the Domain Runtime branch:domainRuntime() Execute the configureIdPAuthnRequest() command:configureIdPAuthnRequest(partner="AcmeIdP", forceAuthn="true") Exit the WLST environment:exit() After the changes, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ForceAuthn="true" ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer>   <samlp:NameIDPolicy AllowCreate="true"/></samlp:AuthnRequest> To display or delete the ForceAuthn/IsPassive settings, perform the following operatons: Enter the WLST environment by executing:$IAM_ORACLE_HOME/common/bin/wlst.sh Connect to the WLS Admin server:connect() Navigate to the Domain Runtime branch:domainRuntime() Execute the configureIdPAuthnRequest() command: To display the ForceAuthn/IsPassive settings on the partnerconfigureIdPAuthnRequest(partner="AcmeIdP", displayOnly="true") To delete the ForceAuthn/IsPassive settings from the partnerconfigureIdPAuthnRequest(partner="AcmeIdP", delete="true") Exit the WLST environment:exit() Requested Fed Authn Method In my earlier "Fed Authentication Method Requests in OIF / SP" article, I discussed how OIF/SP could be configured to request a specific Federation Authentication Method from the IdP when starting a Federation SSO operation, by setting elements in the SSO request message. WLST Command The OIF WLST commands that can be used are: setIdPPartnerProfileRequestAuthnMethod() which will configure the requested Federation Authentication Method in a specific IdP Partner Profile, and accepts the following parameters: partnerProfile: name of the IdP Partner Profile authnMethod: the Federation Authentication Method to request displayOnly: an optional parameter indicating if the method should display the current requested Federation Authentication Method instead of setting it delete: an optional parameter indicating if the method should delete the current requested Federation Authentication Method instead of setting it setIdPPartnerRequestAuthnMethod() which will configure the specified IdP Partner entry with the requested Federation Authentication Method, and accepts the following parameters: partner: name of the IdP Partner authnMethod: the Federation Authentication Method to request displayOnly: an optional parameter indicating if the method should display the current requested Federation Authentication Method instead of setting it delete: an optional parameter indicating if the method should delete the current requested Federation Authentication Method instead of setting it This applies to SAML 2.0 and OpenID 2.0 protocols. See the "Fed Authentication Method Requests in OIF / SP" article for more information. Test In this test, OIF/SP is integrated with a remote SAML 2.0 IdP Partner, with the OOTB configuration. Based on this setup, when OIF/SP starts a Federation SSO flow, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer>   <samlp:NameIDPolicy AllowCreate="true"/></samlp:AuthnRequest> Let's configure OIF/SP for that IdP Partner, so that the SP will request the IdP to use a mechanism mapped to the urn:oasis:names:tc:SAML:2.0:ac:classes:X509 Federation Authentication Method to authenticate the user: Enter the WLST environment by executing:$IAM_ORACLE_HOME/common/bin/wlst.sh Connect to the WLS Admin server:connect() Navigate to the Domain Runtime branch:domainRuntime() Execute the setIdPPartnerRequestAuthnMethod() command:setIdPPartnerRequestAuthnMethod("AcmeIdP", "urn:oasis:names:tc:SAML:2.0:ac:classes:X509") Exit the WLST environment:exit() After the changes, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer>   <samlp:NameIDPolicy AllowCreate="true"/>   <samlp:RequestedAuthnContext Comparison="minimum">      <saml:AuthnContextClassRef xmlns:saml="urn:oasis:names:tc:SAML:2.0:assertion">         urn:oasis:names:tc:SAML:2.0:ac:classes:X509      </saml:AuthnContextClassRef>   </samlp:RequestedAuthnContext></samlp:AuthnRequest> NameID Format The SAML 2.0 protocol allows for the SP to request from the IdP a specific NameID format to be used when the Assertion is issued by the IdP. Note: SAML 1.1 and OpenID 2.0 do not provide such a mechanism Configuring OIF The administrator can configure OIF/SP to request a NameID format in the SAML 2.0 AuthnRequest via: The OAM Administration Console, in the IdP Partner entry The OIF WLST setIdPPartnerNameIDFormat() command that will modify the IdP Partner configuration OAM Administration Console To configure the requested NameID format via the OAM Administration Console, perform the following steps: Go to the OAM Administration Console: http(s)://oam-admin-host:oam-admin-port/oamconsole Navigate to Identity Federation -> Service Provider Administration Open the IdP Partner you wish to modify In the Authentication Request NameID Format dropdown box with one of the values None The NameID format will be set Default Email Address The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:emailAddress X.509 Subject The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:X509SubjectName Windows Name Qualifier The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:WindowsDomainQualifiedName Kerberos The NameID format will be set urn:oasis:names:tc:SAML:2.0:nameid-format:kerberos Transient The NameID format will be set urn:oasis:names:tc:SAML:2.0:nameid-format:transient Unspecified The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:unspecified Custom In this case, a field would appear allowing the administrator to indicate the custom NameID format to use The NameID format will be set to the specified format Persistent The NameID format will be set urn:oasis:names:tc:SAML:2.0:nameid-format:persistent I selected Email Address in this example Save WLST Command To configure the requested NameID format via the OIF WLST setIdPPartnerNameIDFormat() command, perform the following steps: Enter the WLST environment by executing:$IAM_ORACLE_HOME/common/bin/wlst.sh Connect to the WLS Admin server:connect() Navigate to the Domain Runtime branch:domainRuntime() Execute the setIdPPartnerNameIDFormat() command:setIdPPartnerNameIDFormat("PARTNER", "FORMAT", customFormat="CUSTOM") Replace PARTNER with the IdP Partner name Replace FORMAT with one of the following: orafed-none The NameID format will be set Default orafed-emailaddress The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:emailAddress orafed-x509 The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:X509SubjectName orafed-windowsnamequalifier The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:WindowsDomainQualifiedName orafed-kerberos The NameID format will be set urn:oasis:names:tc:SAML:2.0:nameid-format:kerberos orafed-transient The NameID format will be set urn:oasis:names:tc:SAML:2.0:nameid-format:transient orafed-unspecified The NameID format will be set urn:oasis:names:tc:SAML:1.1:nameid-format:unspecified orafed-custom In this case, a field would appear allowing the administrator to indicate the custom NameID format to use The NameID format will be set to the specified format orafed-persistent The NameID format will be set urn:oasis:names:tc:SAML:2.0:nameid-format:persistent customFormat will need to be set if the FORMAT is set to orafed-custom An example would be:setIdPPartnerNameIDFormat("AcmeIdP", "orafed-emailaddress") Exit the WLST environment:exit() Test In this test, OIF/SP is integrated with a remote SAML 2.0 IdP Partner, with the OOTB configuration. Based on this setup, when OIF/SP starts a Federation SSO flow, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer> <samlp:NameIDPolicy AllowCreate="true"/></samlp:AuthnRequest> After the changes performed either via the OAM Administration Console or via the OIF WLST setIdPPartnerNameIDFormat() command where Email Address would be requested as the NameID Format, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ForceAuthn="false" IsPassive="false" ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer> <samlp:NameIDPolicy Format="urn:oasis:names:tc:SAML:1.1:nameid-format:emailAddress" AllowCreate="true"/></samlp:AuthnRequest> Protocol Binding The SAML 2.0 specifications define a way for the SP to request which binding should be used by the IdP to redirect the user to the SP with the SAML 2.0 Assertion: the ProtocolBinding attribute indicates the binding the IdP should use. It is set to: Either urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST for HTTP-POST Or urn:oasis:names:tc:SAML:2.0:bindings:Artifact for Artifact The SAML 2.0 specifications also define different ways to redirect the user from the SP to the IdP with the SAML 2.0 AuthnRequest message, as the SP can send the message: Either via HTTP Redirect Or HTTP POST (Other bindings can theoretically be used such as Artifact, but these are not used in practice) Configuring OIF OIF can be configured: Via the OAM Administration Console or the OIF WLST configureSAMLBinding() command to set the Assertion Response binding to be used Via the OIF WLST configureSAMLBinding() command to indicate how the SAML AuthnRequest message should be sent Note: the binding for sending the SAML 2.0 AuthnRequest message will also be used to send the SAML 2.0 LogoutRequest and LogoutResponse messages. OAM Administration Console To configure the SSO Response/Assertion Binding via the OAM Administration Console, perform the following steps: Go to the OAM Administration Console: http(s)://oam-admin-host:oam-admin-port/oamconsole Navigate to Identity Federation -> Service Provider Administration Open the IdP Partner you wish to modify Check the "HTTP POST SSO Response Binding" box to request the IdP to return the SSO Response via HTTP POST, otherwise uncheck it to request artifact Save WLST Command To configure the SSO Response/Assertion Binding as well as the AuthnRequest Binding via the OIF WLST configureSAMLBinding() command, perform the following steps: Enter the WLST environment by executing:$IAM_ORACLE_HOME/common/bin/wlst.sh Connect to the WLS Admin server:connect() Navigate to the Domain Runtime branch:domainRuntime() Execute the configureSAMLBinding() command:configureSAMLBinding("PARTNER", "PARTNER_TYPE", binding, ssoResponseBinding="httppost") Replace PARTNER with the Partner name Replace PARTNER_TYPE with the Partner type (idp or sp) Replace binding with the binding to be used to send the AuthnRequest and LogoutRequest/LogoutResponse messages (should be httpredirect in most case; default) httppost for HTTP-POST binding httpredirect for HTTP-Redirect binding Specify optionally ssoResponseBinding to indicate how the SSO Assertion should be sent back httppost for HTTP-POST binding artifactfor for Artifact binding An example would be:configureSAMLBinding("AcmeIdP", "idp", "httpredirect", ssoResponseBinding="httppost") Exit the WLST environment:exit() Test In this test, OIF/SP is integrated with a remote SAML 2.0 IdP Partner, with the OOTB configuration which requests HTTP-POST from the IdP to send the SSO Assertion. Based on this setup, when OIF/SP starts a Federation SSO flow, the following SAML 2.0 AuthnRequest would be generated: <samlp:AuthnRequest ProtocolBinding="urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST" ID="id-E4BOT7lwbYK56lO57dBaqGUFq01WJSjAHiSR60Q4" Version="2.0" IssueInstant="2014-04-01T21:39:14Z" Destination="https://acme.com/saml20/sso">   <saml:Issuer Format="urn:oasis:names:tc:SAML:2.0:nameid-format:entity">https://sp.com/oam/fed</saml:Issuer>   <samlp:NameIDPolicy AllowCreate="true"/></samlp:AuthnRequest> In the next article, I will cover the various crypto configuration properties in OIF that are used to affect the Federation SSO exchanges.Cheers,Damien Carru

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  • If I define a property to prototype appears in the constructor of object, why?

    - by Eduard Florinescu
    I took the example from this question modified a bit: What is the point of the prototype method? function employee(name,jobtitle,born) { this.name=name; this.jobtitle=jobtitle; this.born=born; this.status="single" } employee.prototype.salary=10000000; var fred=new employee("Fred Flintstone","Caveman",1970); console.log(fred.salary); fred.salary=20000; console.log(fred.salary) And the output in console is this: What is the difference salary is in constructor but I still can access it with fred.salary, how can I see if is in constructor from code, status is still employee property how can I tell for example if name is the one of employee or has been touch by initialization? Why is salary in constructor, when name,jobtitle,born where "touched" by employee("Fred Flintstone","Caveman",1970); «constructor»?

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  • Using Delegates in C# (Part 1)

    - by rajbk
    This post provides a very basic introduction of delegates in C#. Part 2 of this post can be read here. A delegate is a class that is derived from System.Delegate.  It contains a list of one or more methods called an invocation list. When a delegate instance is “invoked” with the arguments as defined in the signature of the delegate, each of the methods in the invocation list gets invoked with the arguments. The code below shows example with static and instance methods respectively: Static Methods 1: using System; 2: using System.Linq; 3: using System.Collections.Generic; 4: 5: public delegate void SayName(string name); 6: 7: public class Program 8: { 9: [STAThread] 10: static void Main(string[] args) 11: { 12: SayName englishDelegate = new SayName(SayNameInEnglish); 13: SayName frenchDelegate = new SayName(SayNameInFrench); 14: SayName combinedDelegate =(SayName)Delegate.Combine(englishDelegate, frenchDelegate); 15: 16: combinedDelegate.Invoke("Tom"); 17: Console.ReadLine(); 18: } 19: 20: static void SayNameInFrench(string name) { 21: Console.WriteLine("J'ai m'appelle " + name); 22: } 23: 24: static void SayNameInEnglish(string name) { 25: Console.WriteLine("My name is " + name); 26: } 27: } We have declared a delegate of type SayName with return type of void and taking an input parameter of name of type string. On line 12, we create a new instance of this delegate which refers to a static method - SayNameInEnglish.  SayNameInEnglish has the same return type and parameter list as the delegate declaration.  Once a delegate is instantiated, the instance will always refer to the same target. Delegates are immutable. On line 13, we create a new instance of the delegate but point to a different static method. As you may recall, a delegate instance encapsulates an invocation list. You create an invocation list by combining delegates using the Delegate.Combine method (there is an easier syntax as you will see later). When two non null delegate instances are combined, their invocation lists get combined to form a new invocation list. This is done in line 14.  On line 16, we invoke the delegate with the Invoke method and pass in the required string parameter. Since the delegate has an invocation list with two entries, each of the method in the invocation list is invoked. If an unhandled exception occurs during the invocation of one of these methods, the exception gets bubbled up to the line where the invocation was made (line 16). If a delegate is null and you try to invoke it, you will get a System.NullReferenceException. We see the following output when the method is run: My name is TomJ'ai m'apelle Tom Instance Methods The code below outputs the same results as before. The only difference here is we are creating delegates that point to a target object (an instance of Translator) and instance methods which have the same signature as the delegate type. The target object can never be null. We also use the short cut syntax += to combine the delegates instead of Delegate.Combine. 1: public delegate void SayName(string name); 2: 3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: Translator translator = new Translator(); 9: SayName combinedDelegate = new SayName(translator.SayNameInEnglish); 10: combinedDelegate += new SayName(translator.SayNameInFrench); 11:  12: combinedDelegate.Invoke("Tom"); 13: Console.ReadLine(); 14: } 15: } 16: 17: public class Translator { 18: public void SayNameInFrench(string name) { 19: Console.WriteLine("J'ai m'appelle " + name); 20: } 21: 22: public void SayNameInEnglish(string name) { 23: Console.WriteLine("My name is " + name); 24: } 25: } A delegate can be removed from a combination of delegates by using the –= operator. Removing a delegate from an empty list or removing a delegate that does not exist in a non empty list will not result in an exception. Delegates are invoked synchronously using the Invoke method. We can also invoke them asynchronously using the BeginInvoke and EndInvoke methods which are compiler generated.

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  • Example: Controlling randomizer using code contracts

    - by DigiMortal
    One cool addition to Visual Studio 2010 is support for code contracts. Code contracts make sure that all conditions under what method is supposed to run correctly are met. Those who are familiar with unit tests will find code contracts easy to use. In this posting I will show you simple example about static contract checking (example solution is included). To try out code contracts you need at least Visual Studio 2010 Standard Edition. Also you need code contracts package. You can download package from DevLabs Code Contracts page. NB! Speakers, you can use the example solution in your presentations as long as you mention me and this blog in your sessions. Solution has readme.txt file that gives you steps to go through when presenting solution in sessions. This blog posting is companion posting for Visual Studio solution referred below. As an example let’s look at the following class. public class Randomizer {     public static int GetRandomFromRange(int min, int max)     {         var rnd = new Random();         return rnd.Next(min, max);     }       public static int GetRandomFromRangeContracted(int min, int max)     {         Contract.Requires(min < max, "Min must be less than max");           var rnd = new Random();         return rnd.Next(min, max);     } } GetRandomFromRange() method returns results without any checking. GetRandomFromRangeContracted() uses one code contract that makes sure that minimum value is less than maximum value. Now let’s run the following code. class Program {     static void Main(string[] args)     {         var random1 = Randomizer.GetRandomFromRange(0, 9);         Console.WriteLine("Random 1: " + random1);           var random2 = Randomizer.GetRandomFromRange(1, 1);         Console.WriteLine("Random 2: " + random2);           var random3 = Randomizer.GetRandomFromRangeContracted(5, 5);         Console.WriteLine("Random 3: " + random3);           Console.WriteLine(" ");         Console.WriteLine("Press any key to exit ...");         Console.ReadKey();     } } As we have not turned on support for code contracts the code runs without any problems and we get no warnings by Visual Studio that something is wrong. Now let’s turn on static checking for code contracts. As you can see then code still compiles without any errors but Visual Studio warns you about possible problems with contracts. Click on image to see it at original size.  When we open Error list and run our application we get the following output to errors list. Note that these messages are not shown immediately. There is little delay between application starting and appearance of these messages. So wait couple of seconds before going out of your mind. Click on image to see it at original size.  If you look at these warnings you can see that warnings show you illegal calls and also contracts against what they are going. Third warning points to GetRandomFromRange() method and shows that there should be also problem that can be detected by contract. Download Code Contracts example VS2010 solution | 30KB

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