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  • XML Schema: Can I make some of an attribute's values be required but still allow other values?

    - by scrotty
    (Note: I cannot change structure of the XML I receive, I am only able to change how I validate it.) Let's say I can get XML like this: <Address Field="Street" Value="123 Main"/> <Address Field="StreetPartTwo" Value="Unit B"/> <Address Field="State" Value="CO"/> <Address Field="Zip" Value="80020"/> <Address Field="SomeOtherCrazyValue" Value="Foo"/> I need to create an XSD schema that validates that "Street", "State" and "Zip" must be present. But I don't care if "StreetPartTwo" or "SomeOTherCrazyValue" is present. If I knew that only the three I care about could be included, I could do this: <xs:element name="Address" type="addressType" maxOccurs="unbounded" minOccurs="3"/> <xs:complexType name="addressType"> <xs:attribute name="Field" use="required"> <xs:simpleType> <xs:restriction base="xs:string"> <xs:enumeration value="Street"/> <xs:enumeration value="State"/> <xs:enumeration value="Zip"/> </xs:restriction> </xs:simpleType> </xs:attribute> </xs:complexType> But this won't work with my case because I may also receive those other Address elements (that also have "Field" attributes) that I don't care about. Any ideas how I can ensure the stuff I care about is present but let the other stuff in too? TIA! Sean

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  • How to return a record from function executed by INSERT/UPDATE rule?

    - by seas
    Do the following scheme for my database: create sequence data_sequence; create table data_table { id integer primary key; field varchar(100); }; create view data_view as select id, field from data_table; create function data_insert(_new data_view) returns data_view as $$declare _id integer; _result data_view%rowtype; begin _id := nextval('data_sequence'); insert into data_table(id, field) values(_id, _new.field); select * into _result from data_view where id = _id; return _result; end; $$ language plpgsql; create rule insert as on insert to data_view do instead select data_insert(new); Then type in psql: insert into data_view(field) values('abc'); Would like to see something like: id | field ----+--------- 1 | abc Instead see: data_insert ------------- (1, "abc") Is it possible to fix this somehow? Thanks for any ideas. Ultimate idea is to use this in other functions, so that I could obtain id of just inserted record without selecting for it from scratch. Something like: insert into data_view(field) values('abc') returning id into my_variable would be nice but doesn't work with error: ERROR: cannot perform INSERT RETURNING on relation "data_view" HINT: You need an unconditional ON INSERT DO INSTEAD rule with a RETURNING clause. I don't really understand that HINT. I use PostgreSQL 8.4.

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  • How to return a record from function, executed by INSERT/UPDATE rule (trigger)?

    - by seas
    Do the following scheme for my database: create sequence data_sequence; create table data_table { id integer primary key; field varchar(100); }; create view data_view as select id, field from data_table; create function data_insert(_new data_view) returns data_view as $$declare _id integer; _result data_view%rowtype; begin _id := nextval('data_sequence'); insert into data_table(id, field) values(_id, _new.field); select * into _result from data_view where id = _id; return _result; end; $$ language plpgsql; create rule insert as on insert to data_view do instead select data_insert(new); Then type in psql: insert into data_view(field) values('abc'); Would like to see something like: id | field ----+--------- 1 | abc Instead see: data_insert ------------- (1, "abc") Is it possible to fix this somehow? Thanks for any ideas. Ultimate idea is to use this in other functions, so that I could obtain id of just inserted record without selecting for it from scratch. Something like: insert into data_view(field) values('abc') returning id into my_variable would be nice but doesn't work with error: ERROR: cannot perform INSERT RETURNING on relation "data_view" HINT: You need an unconditional ON INSERT DO INSTEAD rule with a RETURNING clause. I don't really understand that HINT. I use PostgreSQL 8.4.

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  • Strongly typed dynamic Linq sorting

    - by David
    I'm trying to build some code for dynamically sorting a Linq IQueryable<. The obvious way is here, which sorts a list using a string for the field name http://dvanderboom.wordpress.com/2008/12/19/dynamically-composing-linq-orderby-clauses/ However I want one change - compile time checking of field names, and the ability to use refactoring/Find All References to support later maintenance. That means I want to define the fields as f=f.Name, instead of as strings. For my specific use I want to encapsulate some code that would decide which of a list of named "OrderBy" expressions should be used based on user input, without writing different code every time. Here is the gist of what I've written: var list = from m Movies select m; // Get our list var sorter = list.GetSorter(...); // Pass in some global user settings object sorter.AddSort("NAME", m=m.Name); sorter.AddSort("YEAR", m=m.Year).ThenBy(m=m.Year); list = sorter.GetSortedList(); ... public class Sorter ... public static Sorter GetSorter(this IQueryable source, ...) The GetSortedList function determines which of the named sorts to use, which results in a List object, where each FieldData contains the MethodInfo and Type values of the fields passed in AddSort: public SorterItem AddSort(Func field) { MethodInfo ... = field.Method; Type ... = TypeOf(TKey); // Create item, add item to diction, add fields to item's List // The item has the ThenBy method, which just adds another field to the List } I'm not sure if there is a way to store the entire field object in a way that would allow it be returned later (it would be impossible to cast, since it is a generic type) Is there a way I could adapt the sample code, or come up with entirely new code, in order to sort using strongly typed field names after they have been stored in some container and retrieved (losing any generic type casting)

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  • Adding date to multiple fields via datepicker

    - by Andy
    i have a form in drupal with jquery based date module. there are multiple fields with date picker enabled. i want to set the value of all of them (they all have class .date-popup-init) to the value of the first field (#edit-field, the 'from' date) when that field is set. my code so far: <script type="text/javascript"> var DatePicked = function() { var firstdate = $("#edit-field"); var updater = firstdate.datepicker("getDate"); $(".date-popup-init").each(function(){ $(this).datepicker("setDate", updater); }); } $(function() { $("#edit-field").datepicker({ onSelect: DatePicked }); }); </script> this seems to randomly work; it sets the date of some fields to the value of #edit-field, seemingly different fields each time. also, the form adds more datepicker-enabled fields via ajax. is there any way to ensure that all these new fields, when they load, pick up the value of #edit-field as well? disclaimer: last night was my first attempt at javascript of any kind. i have a basic idea now. the above was cobbled through countless google examples.

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  • Blackberry - custom logic for checkboxes group

    - by SWATI
    if i click on any checkbox all previous checkboxes must get checked "my logic works" if i uncheck a checkbox then all checkboxes after it must get unchecked "how to do that" MyLogic works for storm but not for other models what to do //well what i want to do is i have 5 checkboxes class myscreen { chk_service = new CheckboxField[5]; chk_service[0]= new CheckboxField("1",true) chk_service[1]= new CheckboxField("2",false) chk_service[2]= new CheckboxField("3",false) chk_service[3]= new CheckboxField("4",false) chk_service[4]= new CheckboxField("5",false) CheckboxFieldChangeListener obj = new CheckboxFieldChangeListener(chk_service); chk_service[0].setChangeListener(obj); chk_service[1].setChangeListener(obj); chk_service[2].setChangeListener(obj); chk_service[3].setChangeListener(obj); chk_service[4].setChangeListener(obj); hm4 = new HorizontalFieldManager(); hm4.add(chk_service[0]); hm4.add(chk_service[1]); hm4.add(chk_service[2]); hm4.add(chk_service[3]); hm4.add(chk_service[4]); add(hm4); } public CheckboxFieldChangeListener (CheckboxField[] arrFields) { m_arrFields = arrFields; } public void fieldChanged(Field field, int context) { if(true == ((CheckboxField) field).getChecked()) { for(int i = 0; i < m_arrFields.length; i++) { if(m_arrFields[i]==field) { //a[j]=i; j++; break; } else { CheckboxField oField = m_arrFields[i]; oField.setChecked(true); } } } a[k] = j; if(false == ((CheckboxField) field).getChecked()) { for(int i =field.getIndex(); i < m_arrFields.length; i++) { if(m_arrFields[i]==field) { //a[j]=i; j++; break; } else { CheckboxField oField = m_arrFields[i]; oField.setChecked(false); } } } } }

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  • BlackBerry 5.0 causing full menu to show on navigationClick

    - by jwadsack
    I have a BlackBerry app that is built for 4.5.x SDK. The first page of the app shows a list of fields and each field can be highlighted and clicked. The click action shows a new view with additional information about the field. This all works fine in 4.5, 4.6 and 4.7 and on the sim with 5.0. On a real 9000 running 5.0, when clicking the trackball on an item in the list, the full menu is showing rather than the click event getting consumed (or even fired) for the field. The view is derived from MainScreen and looks something like this: public class ListView extends MainScreen { public ItemCollection list = new ItemCollection; protected void sublayout( int maxWidth, int maxHeight ) { int i = 1; while(( item == (Item)list.nextElement()) != null) { ItemField field = new ItemField(item, i++); add(field); } } } This class does not consume navigationClick, but shouldn't need to, right? The field class does consume navigationClick event: public class ItemField extends Field { protected boolean navigationClick(int status, int time) { controller.showDeal(item.id, Session.current); return true; } } Is there something that changed in 5.0 that I need to add to have this app work the same for all platforms?

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  • HTML columns or rows for form layout?

    - by Valera
    I'm building a bunch of forms that have labels and corresponding fields (input element or more complex elements). Labels go on the left, fields go on the right. Labels in a given form should all be a specific width so that the fields all line up vertically. There are two ways (maybe more?) of achieving this: Rows: Float each label and each field left. Put each label and field in a field-row div/container. Set label width to some specific number. With this approach labels on different forms will have different widths, because they'll depend on the width of the text in the longest label. Columns: Put all labels in one div/container that's floated left, put all fields in another floated left container with padding-left set. This way the labels and even the label container don't need to have their widths set, because the column layout and the padding-left will uniformly take care of vertically lining up all the fields. So approach #2 seems to be easier to implement (because the widths don't need to be set all the time), but I think it's also less object oriented, because a label and a field that goes with that label are not grouped together, as they are in approach #1. Also, if building forms dynamically, approach #2 doesn't work as well with functions like addRow(label, field), since it would have to know about the label and the field containers, instead of just creating/adding one field-row element. Which approach do you think is better? Is there another, better approach than these two?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket - (TOTD #185)

    - by arungupta
    The WebSocket API defines different send(xxx) methods that can be used to send text and binary data. This Tip Of The Day (TOTD) will show how to send and receive text and binary data using WebSocket. TOTD #183 explains how to get started with a WebSocket endpoint using GlassFish 4. A simple endpoint from that blog looks like: @WebSocketEndpoint("/endpoint") public class MyEndpoint { public void receiveTextMessage(String message) { . . . } } A message with the first parameter of the type String is invoked when a text payload is received. The payload of the incoming WebSocket frame is mapped to this first parameter. An optional second parameter, Session, can be specified to map to the "other end" of this conversation. For example: public void receiveTextMessage(String message, Session session) {     . . . } The return type is void and that means no response is returned to the client that invoked this endpoint. A response may be returned to the client in two different ways. First, set the return type to the expected type, such as: public String receiveTextMessage(String message) { String response = . . . . . . return response; } In this case a text payload is returned back to the invoking endpoint. The second way to send a response back is to use the mapped session to send response using one of the sendXXX methods in Session, when and if needed. public void receiveTextMessage(String message, Session session) {     . . .     RemoteEndpoint remote = session.getRemote();     remote.sendString(...);     . . .     remote.sendString(...);    . . .    remote.sendString(...); } This shows how duplex and asynchronous communication between the two endpoints can be achieved. This can be used to define different message exchange patterns between the client and server. The WebSocket client can send the message as: websocket.send(myTextField.value); where myTextField is a text field in the web page. Binary payload in the incoming WebSocket frame can be received if ByteBuffer is used as the first parameter of the method signature. The endpoint method signature in that case would look like: public void receiveBinaryMessage(ByteBuffer message) {     . . . } From the client side, the binary data can be sent using Blob, ArrayBuffer, and ArrayBufferView. Blob is a just raw data and the actual interpretation is left to the application. ArrayBuffer and ArrayBufferView are defined in the TypedArray specification and are designed to send binary data using WebSocket. In short, ArrayBuffer is a fixed-length binary buffer with no format and no mechanism for accessing its contents. These buffers are manipulated using one of the views defined by one of the subclasses of ArrayBufferView listed below: Int8Array (signed 8-bit integer or char) Uint8Array (unsigned 8-bit integer or unsigned char) Int16Array (signed 16-bit integer or short) Uint16Array (unsigned 16-bit integer or unsigned short) Int32Array (signed 32-bit integer or int) Uint32Array (unsigned 16-bit integer or unsigned int) Float32Array (signed 32-bit float or float) Float64Array (signed 64-bit float or double) WebSocket can send binary data using ArrayBuffer with a view defined by a subclass of ArrayBufferView or a subclass of ArrayBufferView itself. The WebSocket client can send the message using Blob as: blob = new Blob([myField2.value]);websocket.send(blob); where myField2 is a text field in the web page. The WebSocket client can send the message using ArrayBuffer as: var buffer = new ArrayBuffer(10);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = i;}websocket.send(buffer); A concrete implementation of receiving the binary message may look like: @WebSocketMessagepublic void echoBinary(ByteBuffer data, Session session) throws IOException {    System.out.println("echoBinary: " + data);    for (byte b : data.array()) {        System.out.print(b);    }    session.getRemote().sendBytes(data);} This method is just printing the binary data for verification but you may actually be storing it in a database or converting to an image or something more meaningful. Be aware of TYRUS-51 if you are trying to send binary data from server to client using method return type. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Custom payloads using encoder/decoder Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Sharepoint: Convert a SPFieldMultilineText to SPFieldText

    - by driAn
    Hi Is it possible to programmatically change a "multi-line text field" to "single-line text field" ? SPFieldMultiLineText field = list.Fields["sample"] as SPFieldMultiLineText; // how to change the type to 'single line' now ? Or do I need to create an additional field (with a similiar name) and migrate the content? Thanks for any help.

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  • actionscript3: reflect-class applied on rotationY

    - by algro
    Hi, I'm using a class which applies a visual reflection-effect to defined movieclips. I use a reflection-class from here: link to source. It works like a charm except when I apply a rotation to the movieclip. In my case the reflection is still visible but only a part of it. What am I doing wrong? How could I pass/include the rotation to the Reflection-Class ? Thanks in advance! This is how you apply the Reflection Class to your movieclip: var ref_mc:MovieClip = new MoviClip(); addChild(ref_mc); var r1:Reflect = new Reflect({mc:ref_mc, alpha:50, ratio:50,distance:0, updateTime:0,reflectionDropoff:1}); Now I apply a rotation to my movieclip: ref_mc.rotationY = 30; And Here the Reflect-Class: package com.pixelfumes.reflect{ import flash.display.MovieClip; import flash.display.DisplayObject; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Matrix; import flash.display.GradientType; import flash.display.SpreadMethod; import flash.utils.setInterval; import flash.utils.clearInterval; public class Reflect extends MovieClip{ //Created By Ben Pritchard of Pixelfumes 2007 //Thanks to Mim, Jasper, Jason Merrill and all the others who //have contributed to the improvement of this class //static var for the version of this class private static var VERSION:String = "4.0"; //reference to the movie clip we are reflecting private var mc:MovieClip; //the BitmapData object that will hold a visual copy of the mc private var mcBMP:BitmapData; //the BitmapData object that will hold the reflected image private var reflectionBMP:Bitmap; //the clip that will act as out gradient mask private var gradientMask_mc:MovieClip; //how often the reflection should update (if it is video or animated) private var updateInt:Number; //the size the reflection is allowed to reflect within private var bounds:Object; //the distance the reflection is vertically from the mc private var distance:Number = 0; function Reflect(args:Object){ /*the args object passes in the following variables /we set the values of our internal vars to math the args*/ //the clip being reflected mc = args.mc; //the alpha level of the reflection clip var alpha:Number = args.alpha/100; //the ratio opaque color used in the gradient mask var ratio:Number = args.ratio; //update time interval var updateTime:Number = args.updateTime; //the distance at which the reflection visually drops off at var reflectionDropoff:Number = args.reflectionDropoff; //the distance the reflection starts from the bottom of the mc var distance:Number = args.distance; //store width and height of the clip var mcHeight = mc.height; var mcWidth = mc.width; //store the bounds of the reflection bounds = new Object(); bounds.width = mcWidth; bounds.height = mcHeight; //create the BitmapData that will hold a snapshot of the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); //create the BitmapData the will hold the reflection reflectionBMP = new Bitmap(mcBMP); //flip the reflection upside down reflectionBMP.scaleY = -1; //move the reflection to the bottom of the movie clip reflectionBMP.y = (bounds.height*2) + distance; //add the reflection to the movie clip's Display Stack var reflectionBMPRef:DisplayObject = mc.addChild(reflectionBMP); reflectionBMPRef.name = "reflectionBMP"; //add a blank movie clip to hold our gradient mask var gradientMaskRef:DisplayObject = mc.addChild(new MovieClip()); gradientMaskRef.name = "gradientMask_mc"; //get a reference to the movie clip - cast the DisplayObject that is returned as a MovieClip gradientMask_mc = mc.getChildByName("gradientMask_mc") as MovieClip; //set the values for the gradient fill var fillType:String = GradientType.LINEAR; var colors:Array = [0xFFFFFF, 0xFFFFFF]; var alphas:Array = [alpha, 0]; var ratios:Array = [0, ratio]; var spreadMethod:String = SpreadMethod.PAD; //create the Matrix and create the gradient box var matr:Matrix = new Matrix(); //set the height of the Matrix used for the gradient mask var matrixHeight:Number; if (reflectionDropoff<=0) { matrixHeight = bounds.height; } else { matrixHeight = bounds.height/reflectionDropoff; } matr.createGradientBox(bounds.width, matrixHeight, (90/180)*Math.PI, 0, 0); //create the gradient fill gradientMask_mc.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr, spreadMethod); gradientMask_mc.graphics.drawRect(0,0,bounds.width,bounds.height); //position the mask over the reflection clip gradientMask_mc.y = mc.getChildByName("reflectionBMP").y - mc.getChildByName("reflectionBMP").height; //cache clip as a bitmap so that the gradient mask will function gradientMask_mc.cacheAsBitmap = true; mc.getChildByName("reflectionBMP").cacheAsBitmap = true; //set the mask for the reflection as the gradient mask mc.getChildByName("reflectionBMP").mask = gradientMask_mc; //if we are updating the reflection for a video or animation do so here if(updateTime > -1){ updateInt = setInterval(update, updateTime, mc); } } public function setBounds(w:Number,h:Number):void{ //allows the user to set the area that the reflection is allowed //this is useful for clips that move within themselves bounds.width = w; bounds.height = h; gradientMask_mc.width = bounds.width; redrawBMP(mc); } public function redrawBMP(mc:MovieClip):void { // redraws the bitmap reflection - Mim Gamiet [2006] mcBMP.dispose(); mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); } private function update(mc):void { //updates the reflection to visually match the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); reflectionBMP.bitmapData = mcBMP; } public function destroy():void{ //provides a method to remove the reflection mc.removeChild(mc.getChildByName("reflectionBMP")); reflectionBMP = null; mcBMP.dispose(); clearInterval(updateInt); mc.removeChild(mc.getChildByName("gradientMask_mc")); } } }

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  • Date Select in Rails

    - by Matthias Günther
    Hello, I want to use an input field and beside the input field should be displayed an date select field in which the user can choose the date and this date will then be filled in the input field. Do you know an easy solution without using prototype? Thanks for your help, Matthias

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  • MySQL Basic about relationship

    - by Roberto
    Hi all! My doubt is about how to treat the follow thing: I have a system where a user belong to a company, and this user have their clients. How is the right way to get a list of all company clients and the follow user name?? In the client table where i have a field with the one of this relations: A company_id and user_id field Just company_id field Just user_id field cause user table have the company_id??? Something else... Tkz Roberto

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  • Why i am not able to clear the date input field when i do not need? using jquery

    - by kumar
    I have this code in the view to display datepicker for input type.. $("input[id^='exc-flwup-']").datepicker({ duration: '', showTime: true, constrainInput: true, stepMinutes: 30, stepHours: 1, altTimeField: '', time24h: true, minDate: 0 }); This is my Input Filed in the Fieldset.. <label for="FollowupDate"> Follow-up: <span><input type="text" id="exc-flwup-<%=Model.ExceptionID %>" name="exc-flwup-<%=Model.ExceptionID %>" value="<%=Model.FollowupDate %>" /> </span> Problem Is when I click on the textbox on the UI I can select the date its working fine.. but when I am trying to clear the textbox its not going off its allways showing currect date and time.. Can anybody help me why its i am not able to make clear.. thanks

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  • NerdDinner form validation DataAnnotations ERROR in MVC2 when a form field is left blank.

    - by Edward Burns
    Platform: Windows 7 Ultimate IDE: Visual Studio 2010 Ultimate Web Environment: ASP.NET MVC 2 Database: SQL Server 2008 R2 Express Data Access: Entity Framework 4 Form Validation: DataAnnotations Sample App: NerdDinner from Wrox Pro ASP.NET MVC 2 Book: Wrox Professional MVC 2 Problem with Chapter 1 - Section: "Integrating Validation and Business Rule Logic with Model Classes" (pages 33 to 35) ERROR Synopsis: NerdDinner form validation ERROR with DataAnnotations and db nulls. DataAnnotations in sample code does not work when the database fields are set to not allow nulls. ERROR occurs with the code from the book and with the sample code downloaded from codeplex. Help! I'm really frustrated by this!! I can't believe something so simple just doesn't work??? Steps to reproduce ERROR: Set Database fields to not allow NULLs (See Picture) Set NerdDinnerEntityModel Dinner class fields' Nullable property to false (See Picture) Add DataAnnotations for Dinner_Validation class (CODE A) Create Dinner repository class (CODE B) Add CREATE action to DinnerController (CODE C) This is blank form before posting (See Picture) This null ERROR occurs when posting a blank form which should be intercepted by the Dinner_Validation class DataAnnotations. Note ERROR message says that "This property cannot be set to a null value. WTH??? (See Picture) The next ERROR occurs during the edit process. Here is the Edit controller action (CODE D) This is the "Edit" form with intentionally wrong input to test Dinner Validation DataAnnotations (See Picture) The ERROR occurs again when posting the edit form with blank form fields. The post request should be intercepted by the Dinner_Validation class DataAnnotations. Same null entry error. WTH??? (See Picture) See screen shots at: http://www.intermedia4web.com/temp/nerdDinner/StackOverflowNerdDinnerQuestionshort.png CODE A: [MetadataType(typeof(Dinner_Validation))] public partial class Dinner { } [Bind(Include = "Title, EventDate, Description, Address, Country, ContactPhone, Latitude, Longitude")] public class Dinner_Validation { [Required(ErrorMessage = "Title is required")] [StringLength(50, ErrorMessage = "Title may not be longer than 50 characters")] public string Title { get; set; } [Required(ErrorMessage = "Description is required")] [StringLength(265, ErrorMessage = "Description must be 256 characters or less")] public string Description { get; set; } [Required(ErrorMessage="Event date is required")] public DateTime EventDate { get; set; } [Required(ErrorMessage = "Address is required")] public string Address { get; set; } [Required(ErrorMessage = "Country is required")] public string Country { get; set; } [Required(ErrorMessage = "Contact phone is required")] public string ContactPhone { get; set; } [Required(ErrorMessage = "Latitude is required")] public double Latitude { get; set; } [Required(ErrorMessage = "Longitude is required")] public double Longitude { get; set; } } CODE B: public class DinnerRepository { private NerdDinnerEntities _NerdDinnerEntity = new NerdDinnerEntities(); // Query Method public IQueryable<Dinner> FindAllDinners() { return _NerdDinnerEntity.Dinners; } // Query Method public IQueryable<Dinner> FindUpcomingDinners() { return from dinner in _NerdDinnerEntity.Dinners where dinner.EventDate > DateTime.Now orderby dinner.EventDate select dinner; } // Query Method public Dinner GetDinner(int id) { return _NerdDinnerEntity.Dinners.FirstOrDefault(d => d.DinnerID == id); } // Insert Method public void Add(Dinner dinner) { _NerdDinnerEntity.Dinners.AddObject(dinner); } // Delete Method public void Delete(Dinner dinner) { foreach (var rsvp in dinner.RSVPs) { _NerdDinnerEntity.RSVPs.DeleteObject(rsvp); } _NerdDinnerEntity.Dinners.DeleteObject(dinner); } // Persistence Method public void Save() { _NerdDinnerEntity.SaveChanges(); } } CODE C: // ************************************** // GET: /Dinners/Create/ // ************************************** public ActionResult Create() { Dinner dinner = new Dinner() { EventDate = DateTime.Now.AddDays(7) }; return View(dinner); } // ************************************** // POST: /Dinners/Create/ // ************************************** [HttpPost] public ActionResult Create(Dinner dinner) { if (ModelState.IsValid) { dinner.HostedBy = "The Code Dude"; _dinnerRepository.Add(dinner); _dinnerRepository.Save(); return RedirectToAction("Details", new { id = dinner.DinnerID }); } else { return View(dinner); } } CODE D: // ************************************** // GET: /Dinners/Edit/{id} // ************************************** public ActionResult Edit(int id) { Dinner dinner = _dinnerRepository.GetDinner(id); return View(dinner); } // ************************************** // POST: /Dinners/Edit/{id} // ************************************** [HttpPost] public ActionResult Edit(int id, FormCollection formValues) { Dinner dinner = _dinnerRepository.GetDinner(id); if (TryUpdateModel(dinner)){ _dinnerRepository.Save(); return RedirectToAction("Details", new { id=dinner.DinnerID }); } return View(dinner); } I have sent Wrox and one of the authors a request for help but have not heard back from anyone. Readers of the book cannot even continue to finish the rest of chapter 1 because of these errors. Even if I download the latest build from Codeplex, it still has the same errors. Can someone please help me and tell me what needs to be fixed? Thanks - Ed.

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  • .NET XML Serialization without <?xml> root node

    - by Graphain
    Hi, I'm trying to generate XML like this: <?xml version="1.0"?> <!DOCTYPE APIRequest SYSTEM "https://url"> <APIRequest> <Head> <Key>123</Key> </Head> <ObjectClass> <Field>Value</Field </ObjectClass> </APIRequest> I have a class (ObjectClass) decorated with XMLSerialization attributes like this: [XmlRoot("ObjectClass")] public class ObjectClass { [XmlElement("Field")] public string Field { get; set; } } And my really hacky intuitive thought to just get this working is to do this when I serialize: ObjectClass inst = new ObjectClass(); XmlSerializer serializer = new XmlSerializer(inst.GetType(), ""); StringWriter w = new StringWriter(); w.WriteLine(@"<?xml version=""1.0""?>"); w.WriteLine("<!DOCTYPE APIRequest SYSTEM"); w.WriteLine(@"""https://url"">"); w.WriteLine("<APIRequest>"); w.WriteLine("<Head>"); w.WriteLine(@"<Field>Value</Field>"); w.WriteLine(@"</Head>"); XmlSerializerNamespaces ns = new XmlSerializerNamespaces(); ns.Add("", ""); serializer.Serialize(w, inst, ns); w.WriteLine("</APIRequest>"); However, this generates XML like this: <?xml version="1.0"?> <!DOCTYPE APIRequest SYSTEM "https://url"> <APIRequest> <Head> <Key>123</Key> </Head> <?xml version="1.0" encoding="utf-16"?> <ObjectClass> <Field>Value</Field> </ObjectClass> </APIRequest> i.e. the serialize statement is automatically adding a <?xml root element. I know I'm attacking this wrong so can someone point me in the right direction? As a note, I don't think it will make practical sense to just make an APIRequest class with an ObjectClass in it (because there are say 20 different types of ObjectClass that each needs this boilerplate around them) but correct me if I'm wrong.

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  • Large PHP enable web form - around 75 field - how best to send email with all fields?

    - by Derek
    Have created simple Ajax enabled contact forms before that have around 12 fields - worked fine.... Now working on a PHP enabled web page for job applications that has around 100 fields. The ajax technique I was using was to send request via querystrings (&val1=test;&val2=test2 and etc ...) That is not going to scale very well with larger form with 100+ fields. Any suggestions to point me in the right direction would be appreciated. Maybe use jQuery Form plug-in instead? http://jquery.malsup.com/form/#getting-started Derek

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  • Lucene.NET search index approach

    - by Tim Peel
    Hi, I am trying to put together a test case for using Lucene.NET on one of our websites. I'd like to do the following: Index in a single unique id. Index across a comma delimitered string of terms or tags. For example. Item 1: Id = 1 Tags = Something,Separated-Term I will then be structuring the search so I can look for documents against tag i.e. tags:something OR tags:separate-term I need to maintain the exact term value in order to search against it. I have something running, and the search query is being parsed as expected, but I am not seeing any results. Here's some code. My parser (_luceneAnalyzer is passed into my indexing service): var parser = new QueryParser(Lucene.Net.Util.Version.LUCENE_CURRENT, "Tags", _luceneAnalyzer); parser.SetDefaultOperator(QueryParser.Operator.AND); return parser; My Lucene.NET document creation: var doc = new Document(); var id = new Field( "Id", NumericUtils.IntToPrefixCoded(indexObject.id), Field.Store.YES, Field.Index.NOT_ANALYZED, Field.TermVector.NO); var tags = new Field( "Tags", string.Join(",", indexObject.Tags.ToArray()), Field.Store.NO, Field.Index.ANALYZED, Field.TermVector.YES); doc.Add(id); doc.Add(tags); return doc; My search: var parser = BuildQueryParser(); var query = parser.Parse(searchQuery); var searcher = Searcher; TopDocs hits = searcher.Search(query, null, max); IList<SearchResult> result = new List<SearchResult>(); float scoreNorm = 1.0f / hits.GetMaxScore(); for (int i = 0; i < hits.scoreDocs.Length; i++) { float score = hits.scoreDocs[i].score * scoreNorm; result.Add(CreateSearchResult(searcher.Doc(hits.scoreDocs[i].doc), score)); } return result; I have two documents in my index, one with the tag "Something" and one with the tags "Something" and "Separated-Term". It's important for the - to remain in the terms as I want an exact match on the full value. When I search with "tags:Something" I do not get any results. Question What Analyzer should I be using to achieve the search index I am after? Are there any pointers for putting together a search such as this? Why is my current search not returning any results? Many thanks

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  • Why Java language does not offer a way to declare getters and setters of a given "field" through ann

    - by zim2001
    I actually happily design and develop JEE Applications for quite 9 years, but I realized recently that as time goes by, I feel more and more fed up of dragging all these ugly bean classes with their bunch of getters and setters. Considering a basic bean like this : public class MyBean { // needs getter AND setter private int myField1; // needs only a getter, no setter private int myField2; // needs only a setter, no getter private int myField3; /** * Get the field1 * @return the field1 */ public int getField1() { return myField1; } /** * Set the field1 * @param value the value */ public void setField1(int value) { myField1 = value; } /** * Get the field2 * @return the field2 */ public int getField2() { return myField2; } /** * Set the field3 * @param value the value */ public void setField3(int value) { myField3 = value; } } I'm dreaming of something like this : public class MyBean { @inout(public,public) private int myField1; @out(public) private int myField2; @in(public) private int myField3; } No more stupid javadoc, just tell the important thing... It would still be possible to mix annotation and written down getters or setters, to cover cases when it should do non-trivial sets and gets. In other words, annotation would auto-generate the getter / setter code piece except when a literate one is provided. Moreover, I'm also dreaming of replacing things like that : MyBean b = new MyBean(); int v = b.getField1(); b.setField3(v+1); by such : MyBean b = new MyBean(); int v = b.field1; b.field3 = v+1; In fact, writing "b.field1" on the right side of an expression would be semantically identical to write "b.getField1()", I mean as if it has been replaced by some kind of a preprocessor. It's just an idea but I'm wondering if I'm alone on that topic, and also if it has major flaws. I'm aware that this question doesn't exactly meet the SO credo (we prefer questions that can be answered, not just discussed) so I flag it community wiki...

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  • find elements of a varchar in another varchar

    - by Luca Romagnoli
    hi, i have a varchar field with the content like these: a,b,c,d e,d,a,c b,q,d,e i need to do a query that select only the rows with the field that has elements equals with an input string. ex input: c,a rows selected: a,b,c,d e,d,a,c is possible without use the OR (field like '%a%' OR field like '%c%') ? thanks

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