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  • Debug using MbUnit/Gallio 3.1

    - by user314096
    When I use the [Debug] button in Gallio, the breakpoints in my unit tests are not hitting. The unit tests are written with MbUnit/Gallio. I am using MbUnit/Gallio version 3.1 build 397 with Visual Studio 2010 Beta 2. The unit tests run to completion in Gallio Icarus, but they run past the breakpoints. I see the symbol tables loading in VS, but it does not stop at the expected breakpoint, so I am unable to debug it.

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  • How to test UI interaction of Silverlight dialogs?

    - by Bernard Vander Beken
    I am using Silverlight 3.0 Unit Testing, version Silverlight Toolkit November 2009. Apart from unit tests, it allows to do UI interaction tests, typically using AutomationPeer subclasses (eg ButtonAutomationPeer to interact with a Button). Are there AutomationPeer classes to test the interaction with the following: OpenFileDialog SaveFileDialog MessageBox In unit tests it would be possible to stub these, but for integration and browser testing it would be great to have this testable.

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  • How to make automake less ugly?

    - by Brendan Long
    I recently learned how to use automake, and I'm somewhat annoyed that my compile commands went from a bunch of: g++ -O2 -Wall -c fileName.cpp To a bunch of: depbase=`echo src/Unit.o | sed 's|[^/]*$|.deps/&|;s|\.o$||'`;\ g++ -DHAVE_CONFIG_H -I. -I./src -g -O2 -MT src/Unit.o -MD -MP -MF $depbase.Tpo -c -o src/Unit.o src/Unit.cpp &&\ mv -f $depbase.Tpo $depbase.Po Is there any way to clean this up? I can usually easily pick out warning messages, but now the wall of text to read though is 3x bigger and much weirder. I know what my flags are, so making it just says "Compiling xxx.cpp" for each file would be perfect.

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  • How do I get my ActivityUnitTestCases to sync with the MessageQueue thread and call my Handler?

    - by Ricardo Gladwell
    I'm writing unit tests for a ListActivity in Android that uses a handler to update a ListAdapter. While my activity works in the Android emulator, running the same code in a unit test doesn't update my adapter: calls to sendEmptyMessage do not call handleMessage in my activity's Handler. How do I get my ActivityUnitTestCase to sync with the MessageQueue thread and call my Handler? The code for the Activity is somewhat like this: public class SampleActivity extends ListActivity implements SampleListener { List samples = new ArrayList(); public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.sample_list); listView.setEmptyView(findViewById(R.id.empty)); } private final Handler handler = new Handler() { @Override public void handleMessage(Message msg) { // unit test never reaches here sharesAdapter = new SampleAdapter(SampleActivity.this, samples); setListAdapter(sharesAdapter); } }; public void handleSampleUpdate(SampleEvent event) { samples.add(event.getSample()); handler.sendEmptyMessage(0); } } The code for my unit test is somewhat like this: public class SampleActivityTest extends ActivityUnitTestCase<SampleActivity> { public SampleActivityTest() { super(SampleActivity.class); } @MediumTest public void test() throws Exception { final SampleActivity activity = startActivity(new Intent(Intent.ACTION_MAIN), null, null); final ListView listView = (ListView) activity.findViewById(android.R.id.list); activity.handleSampleUpdate(new SampleEvent(this)); // unit test assert fails on this line: assertTrue(listView.getCount() == 1); } }

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  • Measurement conversion on the fly

    - by ikadewi
    Hi All I'd like to ask re: measurement conversion on the fly, here's the detail : Requirement: To display unit measurement with consider setting. Concerns: - Only basic (neutral) unit measurement is going to be stored in database, and it is decided one time. The grid control has direct binding to our business object therefore it has complexity to do conversion value. Problem: How to display different unit measurement (follow a setting), consider that controls are bind to business object? Your kind assistance will be appreciated. Thank you ikadewi

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  • How to distinguish a NY "queens-style" street address from a ranged address, and an address with a u

    - by feroze
    I need to distinguish between a Queens style address, from a valid ranged address, and an address with a unit#. For eg: Queens style: 123-125 Some Street, NY Ranged Address: 6414-6418 37th Ln SE, Olympia, WA 98503 Address with unit#: 1990-A Gildersleeve Ave, Bronx, NY. In the case of #3, A is a unit# at street address 1990. THe unit# might be a number as well, for eg: 1990-12. A ranged address identifies a range of addresses on a street, and not a unique deliverable address. So, the question is, is there an easy way to identify the Queens style address from the other cases?

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  • How do I construct a more complex single LINQ to XML query?

    - by Cyberherbalist
    I'm a LINQ newbie, so the following might turn out to be very simple and obvious once it's answered, but I have to admit that the question is kicking my arse. Given this XML: <measuresystems> <measuresystem name="SI" attitude="proud"> <dimension name="mass" dim="M" degree="1"> <unit name="kilogram" symbol="kg"> <factor name="hundredweight" foreignsystem="US" value="45.359237" /> <factor name="hundredweight" foreignsystem="Imperial" value="50.80234544" /> </unit> </dimension> </measuresystem> </measuresystems> I can query for the value of the conversion factor between kilogram and US hundredweight using the following LINQ to XML, but surely there is a way to condense the four successive queries into a single complex query? XElement mss = XElement.Load(fileName); IEnumerable<XElement> ms = from el in mss.Elements("measuresystem") where (string)el.Attribute("name") == "SI" select el; IEnumerable<XElement> dim = from e2 in ms.Elements("dimension") where (string)e2.Attribute("name") == "mass" select e2; IEnumerable<XElement> unit = from e3 in dim.Elements("unit") where (string)e3.Attribute("name") == "kilogram" select e3; IEnumerable<XElement> factor = from e4 in unit.Elements("factor") where (string)e4.Attribute("name") == "pound" && (string)e4.Attribute("foreignsystem") == "US" select e4; foreach (XElement ex in factor) { Console.WriteLine ((string)ex.Attribute("value")); }

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  • fortran error I/O

    - by jpcgandre
    I get this error when compiling: forrtl: severe (256): unformatted I/O to unit open for formatted transfers, unit 27, file C:\Abaqus_JOBS\w.txt The error occurs in the beginning of the analysis. At the start, the file w.txt is created but is empty. The error may be related to the fact that I want to read from an empty file. My code is: OPEN(27, FILE = "C:/Abaqus_JOBS/w.txt", status = "UNKNOWN") READ(27, *, iostat=stat) w IF (stat .NE. 0) CALL del_file(27, stat) SUBROUTINE del_file(uFile, stat) IMPLICIT NONE INTEGER uFile, stat C If the unit is not open, stat will be non-zero CLOSE(unit=uFile, status='delete', iostat=stat) END SUBROUTINE Ref: Close multiple files If you agree with my opion about the cause of the error, is there a way to solve it? Thanks

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  • Recommendations for Continuous integration for Mercurial/Kiln + MSBuild + MSTest

    - by TDD
    We have our source code stored in Kiln/Mercurial repositories; we use MSBuild to build our product and we have Unit Tests that utilize MSTest (Visual Studio Unit Tests). What solutions exist to implement a continuous integration machine (i.e. Build machine). The requirements for this are: A build should be kicked of when necessary (i.e. code has changed in the Repositories we care about) Before the actual build, the latest version of the source code must be acquired from the repository we are building from The build must build the entire product The build must build all Unit Tests The build must execute all unit tests A summary of success/failure must be sent out after the build has finished; this must include information about the build itself but also about which Unit Tests failed and which ones succeeded. The summary must contain which changesets were in this build that were not yet in the previous successful (!) build The system must be configurable so that it can build from multiple branches(/Repositories). Ideally, this system would run on a single box (our product isn't that big) without any server components. What solutions are currently available? What are their pros/cons? From the list above, what can be done and what cannot be done? Thanks

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  • convert an int to list of individual digitals more faster?

    - by user478514
    All, I want define an int(987654321) <= [9, 8, 7, 6, 5, 4, 3, 2, 1] convertor, if the length of int number < 9, for example 10 the list will be [0,0,0,0,0,0,0,1,0] , and if the length 9, for example 9987654321 , the list will be [9, 9, 8, 7, 6, 5, 4, 3, 2, 1] >>> i 987654321 >>> l [9, 8, 7, 6, 5, 4, 3, 2, 1] >>> z = [0]*(len(unit) - len(str(l))) >>> z.extend(l) >>> l = z >>> unit [100000000, 10000000, 1000000, 100000, 10000, 1000, 100, 10, 1] >>> sum([x*y for x,y in zip(l, unit)]) 987654321 >>> int("".join([str(x) for x in l])) 987654321 >>> l1 = [int(x) for x in str(i)] >>> z = [0]*(len(unit) - len(str(l1))) >>> z.extend(l1) >>> l1 = z >>> l1 [9, 8, 7, 6, 5, 4, 3, 2, 1] >>> a = [i//x for x in unit] >>> b = [a[x] - a[x-1]*10 for x in range(9)] >>> if len(b) = len(a): b[0] = a[0] # fix the a[-1] issue >>> b [9, 8, 7, 6, 5, 4, 3, 2, 1] I tested above solutions but found those may not faster/simple enough than I want and may have a length related bug inside, anyone may share me a better solution for this kinds convertion? Thanks!

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  • [C++] STL list - how to find a list element by its object fields

    - by Dominic Bou-Samra
    I have a list: list<Unit *> UnitCollection; containing Unit objects, which has an accessor like: bool Unit::isUnit(string uCode) { if(this->unitCode == uCode) return true; else return false; } How do I search my UnitCollection list by uCode and return the corresponding element (preferably it's index). I have looked at the find() method, but i'm not sure you can pass a boolean method in instead of a searched item parameter if that makes sense.

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  • Highly efficient filesystem APIs for certain kinds of operations

    - by romkyns
    I occasionally find myself needing certain filesystem APIs which could be implemented very efficiently if supported by the filesystem, but I've never heard of them. For example: Truncate file from the beginning, on an allocation unit boundary Split file into two on an allocation unit boundary Insert or remove a chunk from the middle of the file, again, on an allocation unit boundary The only way that I know of to do things like these is to rewrite the data into a new file. This has the benefit that the allocation unit is no longer relevant, but is extremely slow in comparison to some low-level filesystem magic. I understand that the alignment requirements mean that the methods aren't always applicable, but I think they can still be useful. For example, a file archiver may be able to trim down the archive very efficiently after the user deletes a file from the archive, even if that leaves a small amount of garbage either side for alignment reasons. Is it really the case that such APIs don't exist, or am I simply not aware of them? I am mostly interested in NTFS, but hearing about other filesystems will be interesting too.

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  • delphi finalizalization code in a DLL

    - by PA
    I am moving some functions to a shared DLL (I want to have some called as a Windows hook). The actual functions are currently in a unit, and it happens to have some initialization and some finalization code. I was initially thinking on doing a direct transformation from a unit to a library. So I moved the initialization code in between the main begin and end.. But then I realized I had no place to move the finalization code. I should create and register an special DLL entry point, instead. My question is. Can I leave the unit with all the functions and the initialization and finalization codes and just create a library stub that uses the unit? will the finalizationit be called?

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  • CGRect and utesting

    - by killdash10
    I am trying to add unit tests to my iPhone project in Xcode. Everything works, its great. Except when I am adding a class.m that uses CGRect (or other structs, CGPoint etc) to the unit test target (under "Compile Sources") - I am getting a compilation error: "'CGRect' undeclared (first use in this function)". I tried messing with my unit test target in various ways, but so far I haven't been able to get past this. What am I missing?

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  • Automatic conversion between methods and functions in Scala

    - by fikovnik
    I would like to understand the rules when can Scala automatically convert methods into functions. For example, if I have following two methods: def d1(a: Int, b: Int) {} def r[A, B](delegate: (A, B) ? Unit) {} I can do this: r(d1) But, when overloading r it will no longer work: def r[A, B, C](delegate: (A, B, C) ? Unit) {} r(d1) // no longer compiles and I have to explicitly convert method into partially applied function: r(d1 _) Is there any way to accomplish following with the explicit conversion? def r[A, B](delegate: (A, B) ? Unit) {} def r[A, B, C](delegate: (A, B, C) ? Unit) {} def d1(a: Int, b: Int) {} def d2(a: Int, b: Int, c: Int) {} r(d1) // only compiles with r(d1 _) r(d2) // only compiles with r(d2 _) There is somewhat similar question, but it is not fully explained.

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Differences between Django ugettext and ugettext_lazy

    - by kRON
    I keep rereading the Django's internationalization documentation and still don't understand when and why should I use django.translation.ugettext_lazy as opposed to django.translation.ugettext? I understand that using ugettext_lazy means that I will deffer from translating the string until the very end. Is it because Django parses the Accept-Language request header or the request.URL for the language code very late during the execution, which would mean that I may not be targeting the user's preferred language code if I was using ugettext? Would that ultimately mean that I should only use ugettext if I want to enforce that the message gets explicitly translated to the language specified in settings.LANGUAGE_CODE, or the currently active language as per django.translation.get_language()?

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  • Silverlight: Binding to static value

    - by queen3
    I need TextBlock.Text to be retrieved from translation manager, something like <TextBlock Text="{Binding TranslateManager.Translate('word')}" /> I don't want to set DataSource for all text blocks. The only way I found how to do this is to bind to "static" class and use converter: <TextBlock Text="{Binding Value, Source={StaticResource Translation}, Converter={StaticResource Translation}, ConverterParameter=NewProject}" /> And these helper class public class TranslationManager : IValueConverter { public static string Translate(string word) { return translate(word); } // this is dummy for fake static binding public string Value { get; set; } public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { var name = parameter as string; return TranslationManager.Translate(name, name); } } But, is there a better - shorter - way?

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  • EFMVC Migrated to .NET 4.5, Visual Studio 2012, ASP.NET MVC 4 and EF 5 Code First

    - by shiju
    I have just migrated my EFMVC app from .NET 4.0 and ASP.NET MVC 4 RC to .NET 4.5, ASP.NET MVC 4 RTM and Entity Framework 5 Code First. In this release, the EFMVC solution is built with Visual Studio 2012 RTM. The migration process was very smooth and did not made any major changes other than adding simple unit tests with NUnit and Moq. I will add more unit tests on later and will also modify the existing solution. Source Code You can download the source code from http://efmvc.codeplex.com/

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  • Disk errors on tty and syslog/dmesg

    - by Shoaibi
    Recently I have started to get a lot of these errors: Jun 18 08:57:42 abacus kernel: [ 401.554292] ata5: SError: { HostInt 10B8B } Jun 18 08:57:42 abacus kernel: [ 401.559346] sr 4:0:0:0: CDB: Test Unit Ready: 00 00 00 00 00 00 Jun 18 08:57:42 abacus kernel: [ 401.560191] ata5.00: cmd a0/00:00:00:00:00/00:00:00:00:00/a0 tag 0 Jun 18 08:57:42 abacus kernel: [ 401.560231] res 51/20:03:00:00:00/00:00:00:00:00/a0 Emask 0x40 (internal error) Jun 18 08:57:42 abacus kernel: [ 401.575310] ata5.00: status: { DRDY ERR } Jun 18 08:57:42 abacus kernel: [ 401.579801] ata5: hard resetting link Jun 18 08:57:42 abacus kernel: [ 401.929320] ata5: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Jun 18 08:57:42 abacus kernel: [ 401.941936] ata5.00: configured for UDMA/100 Jun 18 08:57:42 abacus kernel: [ 401.969426] ata5: EH complete Jun 18 08:57:54 abacus kernel: [ 413.527699] ata5.00: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x6 Jun 18 08:57:54 abacus kernel: [ 413.527779] ata5.00: irq_stat 0x40000001 Jun 18 08:57:54 abacus kernel: [ 413.527822] ata5: SError: { HostInt 10B8B } Jun 18 08:57:54 abacus kernel: [ 413.527901] sr 4:0:0:0: CDB: Test Unit Ready: 00 00 00 00 00 00 Jun 18 08:57:54 abacus kernel: [ 413.528103] ata5.00: cmd a0/00:00:00:00:00/00:00:00:00:00/a0 tag 0 Jun 18 08:57:54 abacus kernel: [ 413.528142] res 51/20:03:00:00:00/00:00:00:00:00/a0 Emask 0x40 (internal error) Jun 18 08:57:54 abacus kernel: [ 413.528184] ata5.00: status: { DRDY ERR } Jun 18 08:57:54 abacus kernel: [ 413.528303] ata5: hard resetting link Jun 18 08:57:54 abacus kernel: [ 413.875894] ata5: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Jun 18 08:57:54 abacus kernel: [ 413.888267] ata5.00: configured for UDMA/100 Jun 18 08:57:54 abacus kernel: [ 413.916365] ata5: EH complete Jun 18 08:57:56 abacus kernel: [ 415.537834] ata5.00: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x6 Jun 18 08:57:56 abacus kernel: [ 415.545253] ata5.00: irq_stat 0x40000001 Jun 18 08:57:56 abacus kernel: [ 415.549788] ata5: SError: { HostInt 10B8B } Jun 18 08:57:56 abacus kernel: [ 415.554840] sr 4:0:0:0: CDB: Test Unit Ready: 00 00 00 00 00 00 Jun 18 08:57:56 abacus kernel: [ 415.555201] ata5.00: cmd a0/00:00:00:00:00/00:00:00:00:00/a0 tag 0 Jun 18 08:57:56 abacus kernel: [ 415.555242] res 51/20:03:00:00:00/00:00:00:00:00/a0 Emask 0x40 (internal error) Jun 18 08:57:56 abacus kernel: [ 415.570483] ata5.00: status: { DRDY ERR } Jun 18 08:57:56 abacus kernel: [ 415.574695] ata5: hard resetting link Jun 18 08:57:56 abacus kernel: [ 415.924954] ata5: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Jun 18 08:57:56 abacus kernel: [ 415.936831] ata5.00: configured for UDMA/100 Jun 18 08:57:56 abacus kernel: [ 415.965001] ata5: EH complete Jun 18 08:58:02 abacus kernel: [ 421.529784] ata5.00: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x6 Jun 18 08:58:02 abacus kernel: [ 421.529904] ata5.00: irq_stat 0x40000001 Jun 18 08:58:02 abacus kernel: [ 421.530023] ata5: SError: { HostInt 10B8B } Jun 18 08:58:02 abacus kernel: [ 421.530104] sr 4:0:0:0: CDB: Test Unit Ready: 00 00 00 00 00 00 Jun 18 08:58:02 abacus kernel: [ 421.530425] ata5.00: cmd a0/00:00:00:00:00/00:00:00:00:00/a0 tag 0 Jun 18 08:58:02 abacus kernel: [ 421.530466] res 51/20:03:00:00:00/00:00:00:00:00/a0 Emask 0x40 (internal error) Jun 18 08:58:02 abacus kernel: [ 421.530583] ata5.00: status: { DRDY ERR } Jun 18 08:58:02 abacus kernel: [ 421.530705] ata5: hard resetting link Jun 18 08:58:02 abacus kernel: [ 421.873218] ata5: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Jun 18 08:58:02 abacus kernel: [ 421.885040] ata5.00: configured for UDMA/100 Jun 18 08:58:02 abacus kernel: [ 421.913404] ata5: EH complete Are these critical error messages? What would be the cause and remedy?

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  • C#/.NET Little Wonders: The Generic Func Delegates

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Back in one of my three original “Little Wonders” Trilogy of posts, I had listed generic delegates as one of the Little Wonders of .NET.  Later, someone posted a comment saying said that they would love more detail on the generic delegates and their uses, since my original entry just scratched the surface of them. Last week, I began our look at some of the handy generic delegates built into .NET with a description of delegates in general, and the Action family of delegates.  For this week, I’ll launch into a look at the Func family of generic delegates and how they can be used to support generic, reusable algorithms and classes. Quick Delegate Recap Delegates are similar to function pointers in C++ in that they allow you to store a reference to a method.  They can store references to either static or instance methods, and can actually be used to chain several methods together in one delegate. Delegates are very type-safe and can be satisfied with any standard method, anonymous method, or a lambda expression.  They can also be null as well (refers to no method), so care should be taken to make sure that the delegate is not null before you invoke it. Delegates are defined using the keyword delegate, where the delegate’s type name is placed where you would typically place the method name: 1: // This delegate matches any method that takes string, returns nothing 2: public delegate void Log(string message); This delegate defines a delegate type named Log that can be used to store references to any method(s) that satisfies its signature (whether instance, static, lambda expression, etc.). Delegate instances then can be assigned zero (null) or more methods using the operator = which replaces the existing delegate chain, or by using the operator += which adds a method to the end of a delegate chain: 1: // creates a delegate instance named currentLogger defaulted to Console.WriteLine (static method) 2: Log currentLogger = Console.Out.WriteLine; 3:  4: // invokes the delegate, which writes to the console out 5: currentLogger("Hi Standard Out!"); 6:  7: // append a delegate to Console.Error.WriteLine to go to std error 8: currentLogger += Console.Error.WriteLine; 9:  10: // invokes the delegate chain and writes message to std out and std err 11: currentLogger("Hi Standard Out and Error!"); While delegates give us a lot of power, it can be cumbersome to re-create fairly standard delegate definitions repeatedly, for this purpose the generic delegates were introduced in various stages in .NET.  These support various method types with particular signatures. Note: a caveat with generic delegates is that while they can support multiple parameters, they do not match methods that contains ref or out parameters. If you want to a delegate to represent methods that takes ref or out parameters, you will need to create a custom delegate. We’ve got the Func… delegates Just like it’s cousin, the Action delegate family, the Func delegate family gives us a lot of power to use generic delegates to make classes and algorithms more generic.  Using them keeps us from having to define a new delegate type when need to make a class or algorithm generic. Remember that the point of the Action delegate family was to be able to perform an “action” on an item, with no return results.  Thus Action delegates can be used to represent most methods that take 0 to 16 arguments but return void.  You can assign a method The Func delegate family was introduced in .NET 3.5 with the advent of LINQ, and gives us the power to define a function that can be called on 0 to 16 arguments and returns a result.  Thus, the main difference between Action and Func, from a delegate perspective, is that Actions return nothing, but Funcs return a result. The Func family of delegates have signatures as follows: Func<TResult> – matches a method that takes no arguments, and returns value of type TResult. Func<T, TResult> – matches a method that takes an argument of type T, and returns value of type TResult. Func<T1, T2, TResult> – matches a method that takes arguments of type T1 and T2, and returns value of type TResult. Func<T1, T2, …, TResult> – and so on up to 16 arguments, and returns value of type TResult. These are handy because they quickly allow you to be able to specify that a method or class you design will perform a function to produce a result as long as the method you specify meets the signature. For example, let’s say you were designing a generic aggregator, and you wanted to allow the user to define how the values will be aggregated into the result (i.e. Sum, Min, Max, etc…).  To do this, we would ask the user of our class to pass in a method that would take the current total, the next value, and produce a new total.  A class like this could look like: 1: public sealed class Aggregator<TValue, TResult> 2: { 3: // holds method that takes previous result, combines with next value, creates new result 4: private Func<TResult, TValue, TResult> _aggregationMethod; 5:  6: // gets or sets the current result of aggregation 7: public TResult Result { get; private set; } 8:  9: // construct the aggregator given the method to use to aggregate values 10: public Aggregator(Func<TResult, TValue, TResult> aggregationMethod = null) 11: { 12: if (aggregationMethod == null) throw new ArgumentNullException("aggregationMethod"); 13:  14: _aggregationMethod = aggregationMethod; 15: } 16:  17: // method to add next value 18: public void Aggregate(TValue nextValue) 19: { 20: // performs the aggregation method function on the current result and next and sets to current result 21: Result = _aggregationMethod(Result, nextValue); 22: } 23: } Of course, LINQ already has an Aggregate extension method, but that works on a sequence of IEnumerable<T>, whereas this is designed to work more with aggregating single results over time (such as keeping track of a max response time for a service). We could then use this generic aggregator to find the sum of a series of values over time, or the max of a series of values over time (among other things): 1: // creates an aggregator that adds the next to the total to sum the values 2: var sumAggregator = new Aggregator<int, int>((total, next) => total + next); 3:  4: // creates an aggregator (using static method) that returns the max of previous result and next 5: var maxAggregator = new Aggregator<int, int>(Math.Max); So, if we were timing the response time of a web method every time it was called, we could pass that response time to both of these aggregators to get an idea of the total time spent in that web method, and the max time spent in any one call to the web method: 1: // total will be 13 and max 13 2: int responseTime = 13; 3: sumAggregator.Aggregate(responseTime); 4: maxAggregator.Aggregate(responseTime); 5:  6: // total will be 20 and max still 13 7: responseTime = 7; 8: sumAggregator.Aggregate(responseTime); 9: maxAggregator.Aggregate(responseTime); 10:  11: // total will be 40 and max now 20 12: responseTime = 20; 13: sumAggregator.Aggregate(responseTime); 14: maxAggregator.Aggregate(responseTime); The Func delegate family is useful for making generic algorithms and classes, and in particular allows the caller of the method or user of the class to specify a function to be performed in order to generate a result. What is the result of a Func delegate chain? If you remember, we said earlier that you can assign multiple methods to a delegate by using the += operator to chain them.  So how does this affect delegates such as Func that return a value, when applied to something like the code below? 1: Func<int, int, int> combo = null; 2:  3: // What if we wanted to aggregate the sum and max together? 4: combo += (total, next) => total + next; 5: combo += Math.Max; 6:  7: // what is the result? 8: var comboAggregator = new Aggregator<int, int>(combo); Well, in .NET if you chain multiple methods in a delegate, they will all get invoked, but the result of the delegate is the result of the last method invoked in the chain.  Thus, this aggregator would always result in the Math.Max() result.  The other chained method (the sum) gets executed first, but it’s result is thrown away: 1: // result is 13 2: int responseTime = 13; 3: comboAggregator.Aggregate(responseTime); 4:  5: // result is still 13 6: responseTime = 7; 7: comboAggregator.Aggregate(responseTime); 8:  9: // result is now 20 10: responseTime = 20; 11: comboAggregator.Aggregate(responseTime); So remember, you can chain multiple Func (or other delegates that return values) together, but if you do so you will only get the last executed result. Func delegates and co-variance/contra-variance in .NET 4.0 Just like the Action delegate, as of .NET 4.0, the Func delegate family is contra-variant on its arguments.  In addition, it is co-variant on its return type.  To support this, in .NET 4.0 the signatures of the Func delegates changed to: Func<out TResult> – matches a method that takes no arguments, and returns value of type TResult (or a more derived type). Func<in T, out TResult> – matches a method that takes an argument of type T (or a less derived type), and returns value of type TResult(or a more derived type). Func<in T1, in T2, out TResult> – matches a method that takes arguments of type T1 and T2 (or less derived types), and returns value of type TResult (or a more derived type). Func<in T1, in T2, …, out TResult> – and so on up to 16 arguments, and returns value of type TResult (or a more derived type). Notice the addition of the in and out keywords before each of the generic type placeholders.  As we saw last week, the in keyword is used to specify that a generic type can be contra-variant -- it can match the given type or a type that is less derived.  However, the out keyword, is used to specify that a generic type can be co-variant -- it can match the given type or a type that is more derived. On contra-variance, if you are saying you need an function that will accept a string, you can just as easily give it an function that accepts an object.  In other words, if you say “give me an function that will process dogs”, I could pass you a method that will process any animal, because all dogs are animals.  On the co-variance side, if you are saying you need a function that returns an object, you can just as easily pass it a function that returns a string because any string returned from the given method can be accepted by a delegate expecting an object result, since string is more derived.  Once again, in other words, if you say “give me a method that creates an animal”, I can pass you a method that will create a dog, because all dogs are animals. It really all makes sense, you can pass a more specific thing to a less specific parameter, and you can return a more specific thing as a less specific result.  In other words, pay attention to the direction the item travels (parameters go in, results come out).  Keeping that in mind, you can always pass more specific things in and return more specific things out. For example, in the code below, we have a method that takes a Func<object> to generate an object, but we can pass it a Func<string> because the return type of object can obviously accept a return value of string as well: 1: // since Func<object> is co-variant, this will access Func<string>, etc... 2: public static string Sequence(int count, Func<object> generator) 3: { 4: var builder = new StringBuilder(); 5:  6: for (int i=0; i<count; i++) 7: { 8: object value = generator(); 9: builder.Append(value); 10: } 11:  12: return builder.ToString(); 13: } Even though the method above takes a Func<object>, we can pass a Func<string> because the TResult type placeholder is co-variant and accepts types that are more derived as well: 1: // delegate that's typed to return string. 2: Func<string> stringGenerator = () => DateTime.Now.ToString(); 3:  4: // This will work in .NET 4.0, but not in previous versions 5: Sequence(100, stringGenerator); Previous versions of .NET implemented some forms of co-variance and contra-variance before, but .NET 4.0 goes one step further and allows you to pass or assign an Func<A, BResult> to a Func<Y, ZResult> as long as A is less derived (or same) as Y, and BResult is more derived (or same) as ZResult. Sidebar: The Func and the Predicate A method that takes one argument and returns a bool is generally thought of as a predicate.  Predicates are used to examine an item and determine whether that item satisfies a particular condition.  Predicates are typically unary, but you may also have binary and other predicates as well. Predicates are often used to filter results, such as in the LINQ Where() extension method: 1: var numbers = new[] { 1, 2, 4, 13, 8, 10, 27 }; 2:  3: // call Where() using a predicate which determines if the number is even 4: var evens = numbers.Where(num => num % 2 == 0); As of .NET 3.5, predicates are typically represented as Func<T, bool> where T is the type of the item to examine.  Previous to .NET 3.5, there was a Predicate<T> type that tended to be used (which we’ll discuss next week) and is still supported, but most developers recommend using Func<T, bool> now, as it prevents confusion with overloads that accept unary predicates and binary predicates, etc.: 1: // this seems more confusing as an overload set, because of Predicate vs Func 2: public static SomeMethod(Predicate<int> unaryPredicate) { } 3: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } 4:  5: // this seems more consistent as an overload set, since just uses Func 6: public static SomeMethod(Func<int, bool> unaryPredicate) { } 7: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } Also, even though Predicate<T> and Func<T, bool> match the same signatures, they are separate types!  Thus you cannot assign a Predicate<T> instance to a Func<T, bool> instance and vice versa: 1: // the same method, lambda expression, etc can be assigned to both 2: Predicate<int> isEven = i => (i % 2) == 0; 3: Func<int, bool> alsoIsEven = i => (i % 2) == 0; 4:  5: // but the delegate instances cannot be directly assigned, strongly typed! 6: // ERROR: cannot convert type... 7: isEven = alsoIsEven; 8:  9: // however, you can assign by wrapping in a new instance: 10: isEven = new Predicate<int>(alsoIsEven); 11: alsoIsEven = new Func<int, bool>(isEven); So, the general advice that seems to come from most developers is that Predicate<T> is still supported, but we should use Func<T, bool> for consistency in .NET 3.5 and above. Sidebar: Func as a Generator for Unit Testing One area of difficulty in unit testing can be unit testing code that is based on time of day.  We’d still want to unit test our code to make sure the logic is accurate, but we don’t want the results of our unit tests to be dependent on the time they are run. One way (of many) around this is to create an internal generator that will produce the “current” time of day.  This would default to returning result from DateTime.Now (or some other method), but we could inject specific times for our unit testing.  Generators are typically methods that return (generate) a value for use in a class/method. For example, say we are creating a CacheItem<T> class that represents an item in the cache, and we want to make sure the item shows as expired if the age is more than 30 seconds.  Such a class could look like: 1: // responsible for maintaining an item of type T in the cache 2: public sealed class CacheItem<T> 3: { 4: // helper method that returns the current time 5: private static Func<DateTime> _timeGenerator = () => DateTime.Now; 6:  7: // allows internal access to the time generator 8: internal static Func<DateTime> TimeGenerator 9: { 10: get { return _timeGenerator; } 11: set { _timeGenerator = value; } 12: } 13:  14: // time the item was cached 15: public DateTime CachedTime { get; private set; } 16:  17: // the item cached 18: public T Value { get; private set; } 19:  20: // item is expired if older than 30 seconds 21: public bool IsExpired 22: { 23: get { return _timeGenerator() - CachedTime > TimeSpan.FromSeconds(30.0); } 24: } 25:  26: // creates the new cached item, setting cached time to "current" time 27: public CacheItem(T value) 28: { 29: Value = value; 30: CachedTime = _timeGenerator(); 31: } 32: } Then, we can use this construct to unit test our CacheItem<T> without any time dependencies: 1: var baseTime = DateTime.Now; 2:  3: // start with current time stored above (so doesn't drift) 4: CacheItem<int>.TimeGenerator = () => baseTime; 5:  6: var target = new CacheItem<int>(13); 7:  8: // now add 15 seconds, should still be non-expired 9: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(15); 10:  11: Assert.IsFalse(target.IsExpired); 12:  13: // now add 31 seconds, should now be expired 14: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(31); 15:  16: Assert.IsTrue(target.IsExpired); Now we can unit test for 1 second before, 1 second after, 1 millisecond before, 1 day after, etc.  Func delegates can be a handy tool for this type of value generation to support more testable code.  Summary Generic delegates give us a lot of power to make truly generic algorithms and classes.  The Func family of delegates is a great way to be able to specify functions to calculate a result based on 0-16 arguments.  Stay tuned in the weeks that follow for other generic delegates in the .NET Framework!   Tweet Technorati Tags: .NET, C#, CSharp, Little Wonders, Generics, Func, Delegates

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  • Introducing Typemock Test Lint

    We just released a new, free product -  Typemock Test Lint, click here for all the gory details. Its a just-in-time unit testing coach that looks at your code as you type and looks for common unit testing errors. Or, you can just watch this movie: ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Mutation Testing

    You may have a twinge of doubt when your code passes all its unit tests. They might say that the code is OK, but if the code is definitely incorrect, will the unit tests fail? Mutation Testing is a relatively simple, but ingenious, way of checking that your tests will spot the fact that your code is malfunctioning. It is definitely something that every developer should be aware of.

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