Search Results

Search found 3977 results on 160 pages for 'filename'.

Page 98/160 | < Previous Page | 94 95 96 97 98 99 100 101 102 103 104 105  | Next Page >

  • HTML Manifest for Content Folios

    - by Kyle Hatlestad
    I recently worked on a project to create a custom content folio renderer in WebCenter Content. It needed to output the native files in the folio along with a manifest file in HTML format which would list the contents of the folio along with any designated metadata and a relative link to the file within the download.  This way a person could hand someone the folio download and it would be a self-contained package with all of the content and a single file to display the information on the contents.  The default Zip rendition of the folio will output the web-viewable version of the file with an HDA formatted file for each one. And unless you are fluent in HDA or have a tool to read them, they are difficult to consume. I thought this might be useful for others, so I'm posting a copy of the component here. Beyond the standard instructions for installing a component, there is an environment configuration file (folionativezipwithmanifestrenderer_environment.cfg) which has a couple of options. FolioMetadataManifestList - This is a comma separated list of metadata fields (system or custom) that should be included in the manifest file. FolioMetadataManifestUseOriginalFilename - (True or False) If set to True, the filenames in the zip file will be based on the original filename as it was checked into WebCenter Content.  If False, it will use the 'Name' of the item as defined within the Folio.  This is usually the Title of the item. The component also includes the source code, so feel free to use this as a reference for creating other interesting folios. 

    Read the article

  • Java Program Compilaton on Windows [closed]

    - by Mc Elroy
    I am trying to compile my program on the command line on windows using the java command and it says: Error: could not find or load main class or addition class It is for a program for adding two integers. I don't understand how to resolve the problem since I defined the static main class in my source code here is it: //Filename:addition.java //Usage: this program adds two numbers and displays their sum. //Author: Nyah Check, Developer @ Ink Corp.. //Licence: No warranty following the GNU Public licence import java.util.Scanner; //this imports the scanner class. public class addition { public static void main(String[] args) { Scanner input = new Scanner(System.in);//this creates scanners instance to take input from the input. int input1, input2, sum; System.out.printf("\nEnter First Integer: "); input1 = input.nextInt(); System.out.printf("\nEnter Second Integer: "); input2 = input.nextInt(); sum = input1 + input2; System.out.printf("\nThe Sum is: %d", sum); } }//This ends the class definition

    Read the article

  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

    Read the article

  • Using mod_rewrite for a Virtual Filesystem vs. Real Filesystem

    - by philtune
    I started working in a department that uses a CMS in which the entire "filesystem" is like this: create a named file or folder - this file is given a unique node (ex. 2345) as well as a default "filename" (ex. /WelcomeToOurProductsPage) and apply a template assign one or more aliases to the file for a URL redirect (ex. /home-page-products - can also be accessed by /home-page-products.aspx) A new Rewrite command is written on the .htaccess file for each and every alias Server accesses either /WelcomeToOurProductsPage or /home-page-products and redirects to something like /template.aspx?tmp=2&node=2345 (here I'm guessing what it does - I only have front-end access for now - but I have enough clues to strongly assume) Node 2345 grabs content stored in a SQL Db and applies it to the template. Note: There are no actual files being created on the filesystem. It's entirely virtual. This is probably a very common thing, but since I have never run across this kind of system before two months ago, I wanted to explain it in case it isn't common. I'm not a fan at all of ASP or closed-sourced systems, so it may be that this is common practice for ASP developers. My question, that has taken far too long to ask, is: what are the benefits of this kind of system, as opposed to creating an actual file hierarchy? Are there any drawbacks to having every single file server call redirected? To having the .htaccess file hold rewrite rules for every single alias?

    Read the article

  • How do I get 12.04 to recognize swap partition so that I can hibernate?

    - by Kayla
    I justed installed 12.04 and used gparted to erase and enlarge my swap partition. When I rebooted, gparted said that the file partition for the swap was unknown. Gparted doesn't let me change the file partition to "linux-swap". It does let me change it to NTFS, but when I reboot, it goes back to "unknown". Thanks in advance for your help. Output from sudo swapon -s: Filename Type Size Used Priority /dev/mapper/cryptswap1 partition 9025532 0 -1 Output from sudo fdisk -l: Disk /dev/sda: 250.1 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders, total 488397168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x9d63ac84 Device Boot Start End Blocks Id System /dev/sda1 * 2048 2459647 1228800 7 HPFS/NTFS/exFAT /dev/sda2 2459648 197836472 97688412+ 7 HPFS/NTFS/exFAT /dev/sda3 466890752 488395119 10752184 7 HPFS/NTFS/exFAT /dev/sda4 197836798 466890751 134526977 5 Extended /dev/sda5 197836800 448837631 125500416 83 Linux /dev/sda6 448839680 466890751 9025536 82 Linux swap / Solaris Partition table entries are not in disk order Disk /dev/mapper/cryptswap1: 9242 MB, 9242148864 bytes 255 heads, 63 sectors/track, 1123 cylinders, total 18051072 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x951b7f53 Disk /dev/mapper/cryptswap1 doesn't contain a valid partition table

    Read the article

  • Problem with saving pictures in certain ways [migrated]

    - by user132750
    I am making a Garfield comic viewer in C#. I have a button that saves the comic on screen to the computer. However, when I compile it from Visual C# Express, it saves perfectly. When I run the exe file from the directory, I get an unhandled exception message stating "A generic error occurred in GDI+". Here is my saving code: private void save_Click(object sender, EventArgs e) { using (SaveFileDialog sfdlg = new SaveFileDialog()) { sfdlg.Title = "Save Dialog"; sfdlg.Filter = "Bitmap Images (*.bmp)|*.bmp|All files(*.*)|*.*"; if (sfdlg.ShowDialog(this) == DialogResult.OK) { using (Bitmap bmp = new Bitmap(pictureBox1.Image.Width, pictureBox1.Image.Height)) { pictureBox1.DrawToBitmap(bmp, new Rectangle(0, 0, bmp.Width, bmp.Height)); pictureBox1.Image = new Bitmap(pictureBox1.Image.Width, pictureBox1.Image.Height); pictureBox1.Image.Save("c://cc.Jpg"); bmp.Save(sfdlg.FileName); pictureBox1.ImageLocation = "http://garfield.com/uploads/strips" + "/" + whole.ToString("yyyy-MM-dd") + ".jpg"; MessageBox.Show("Comic Saved."); } } } } What can I do?

    Read the article

  • IPhone track title

    - by woodbase
    If you have an IPhone, you probably know that the name in the playlist comes from the “Title”-attribute instead of the filename. Usually that is not a problem. But when I plug my IPhone to the car stereo the tracks are sorted alphabetically by the “title”-attribute. That becomes a problem when You have an e-book where each chapter starts with “Track 01”. You can manually update this in the file properties (from the context menu in Windows Explorer), but doing so for +200 tracks – no thank you :) The FileInfo-class does not contain a property for this special audio file attribute. However the problem is easily solved using TagLib. The method below, not optimized in any way - just solving the problem at hand, will set the “title”-attribute to the file name. private static void UpdateTitleAttr(string dirPath, string fileFilter)         {             var files = System.IO.Directory.GetFiles(dirPath, fileFilter);                         foreach (var file in files)             {                 var f = TagLib.File.Create(file);                 var newTitle = f.Name.Substring(f.Name.LastIndexOf(@"\") + 1);                 f.Tag.Title = newTitle;                 f.Save();                }         } So now I can hear e-books while driving :P

    Read the article

  • Why does Ubuntu 12.10 Beta2 insist on commiting changes to the partition table?

    - by Uten
    Why does Ubuntu 12.10 Beta2 insist on commiting changes to the partition table even as no real changes has been done? This is a show stopper for me as I'm installing without a CD/DVD ROM. This is how I go about it. I downloaded the iso image and extracted vmlinuz and initrd.lz to the same folder I keep the iso image. Configured grub (0.9x) to boot /ubuntu/vmlinuz with the iso image like this: title ubuntu live-cd kernel /ubuntu/vmlinuz boot=casper iso-scan/filename=/ubuntu/ubuntu-12.10-beta2-desktop-i386.iso ro quiet splash initrd /ubuntu/initrd.lz boot This works well and I get a running livecd session. The iso image is mounted on /isomedia (or something similar). The spare HD space where I want to install Ubuntu is in the logical area (at the wery end of the disk). I have tried both to use the space as empty and preformated with ext4. After selecting the partition and selecting "use as ext4" and selecting a mountpoint (/) I get the message: "The installer needs to commit changes to partition tables, but cannot do so because partitions on the following mount points could not be unmounted" "/isomedia" (or something similar). Is this a "feature" of the installer? To insist that everything is unmounted even if no changes is nescesary (as fare as I understand). It's probably a safety feature but is it needed? I have cahnged layouts with parted and gparted (at the end of the disk) for years without any failures. I understand that booting the iso image like this is not the common way. But it is just such a beautifull way of doing it when you hav a running system and want to play with another. Any one had any success installing Ubuntu (12.10 beta2 ) like this? Best regards Uten

    Read the article

  • Growing your VirtualBox Virtual Disk

    - by Fat Bloke
    Don't you just hate it when this happens: Fortunately, if you're running inside VirtualBox, you can resize your virtual disk and magically make your guest have a bigger disk very easily. There are 2 steps to doing this... 1. Resize the virtual disk Use the VBoxManage command line tool to extend the size of the Virtual Disk, specifying the path to the disk and the size in MB: VBoxManage modifyhd <uuid>|<filename> [--type normal|writethrough|immutable|shareable| readonly|multiattach] [--autoreset on|off] [--compact] [--resize <megabytes>|--resizebyte <bytes>]   If you booted up your guest at this point, the extra space is seen as an unformatted area on the disk, like this: So we now need to tell the guest about the extra space available. 2. Extend the guest's partition to use the extra space How you do this step depends on you guest OS type and the tools you have available. Linux guests often include the excellent gparted partition editor, whereas Windows 7 and 8 provide the Computer Management tool which can resize partitions. Unfortunately, my Windows XP vm has no such tool. But I do have a couple of other options: Most Linux installable .isos include the aforementioned gparted tool, so I could simply attach, say, an Ubuntu.iso as a Virtual CD/DVD in my Windows XP vm and boot off that. Then use gparted to extend the Windows XP partition, before finally rebooting. But I took another route and attached my resized virtual disk to a Windows Server 2012 vm I had lying around. Then I used the Computer Management tool in Windows Server 2012 to extend the partition of the Windows XP disk, before shutting down, unplugging the disk and reattaching to my Windows XP vm. (Note that if your vm's use different disk controllers, Windows will check the disks on booting). When I finally boot up my Windows XP guest I see the available disk space and all is well. At least until the next time - FB 

    Read the article

  • Help with Boost Grammar

    - by Decmanc04
    I have been using the following win32 console code to try to parse a B Machine Grammar embedded within C++ using Boost Spirit grammar template. I am a relatively new Boost user. The code compiles, but when I run the .exe file produced by VC++2008, the program partially parses the input file. I believe the problem is with my grammar definition or the functions attached as semantic atctions. The code is given below: // BIFAnalyser.cpp : Defines the entry point for the console application. // // /*============================================================================= Copyright (c) Temitope Jos Onunkun 2010 http://www.dcs.kcl.ac.uk/pg/onun/ Use, modification and distribution is subject to the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) =============================================================================*/ //////////////////////////////////////////////////////////////////////////// // // // B Machine parser using the Boost "Grammar" and "Semantic Actions". // // // //////////////////////////////////////////////////////////////////////////// #include <boost/spirit/core.hpp> #include <boost/tokenizer.hpp> #include <iostream> #include <string> #include <fstream> #include <vector> #include <utility> /////////////////////////////////////////////////////////////////////////////////////////// using namespace std; using namespace boost::spirit; /////////////////////////////////////////////////////////////////////////////////////////// // // Semantic actions // //////////////////////////////////////////////////////////////////////////// vector<string> strVect; namespace { //semantic action function on individual lexeme void do_noint(char const* str, char const* end) { string s(str, end); if(atoi(str)) { ; } else { strVect.push_back(s); cout << "PUSH(" << s << ')' << endl; } } //semantic action function on addition of lexemes void do_add(char const*, char const*) { cout << "ADD" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; } //semantic action function on subtraction of lexemes void do_subt(char const*, char const*) { cout << "SUBTRACT" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; } //semantic action function on multiplication of lexemes void do_mult(char const*, char const*) { cout << "\nMULTIPLY" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; cout << "\n"; } //semantic action function on division of lexemes void do_div(char const*, char const*) { cout << "\nDIVIDE" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; } //semantic action function on simple substitution void do_sSubst(char const* str, char const* end) { string s(str, end); //use boost tokenizer to break down tokens typedef boost::tokenizer<boost::char_separator<char> > Tokenizer; boost::char_separator<char> sep("-+/*:=()"); // default char separator Tokenizer tok(s, sep); Tokenizer::iterator tok_iter = tok.begin(); pair<string, string > dependency; //create a pair object for dependencies //save first variable token in simple substitution dependency.first = *tok.begin(); //create a vector object to store all tokens vector<string> dx; // for( ; tok_iter != tok.end(); ++tok_iter) //save all tokens in vector { dx.push_back(*tok_iter ); } vector<string> d_hat; //stores set of dependency pairs string dep; //pairs variables as string object for(int unsigned i=1; i < dx.size()-1; i++) { dependency.second = dx.at(i); dep = dependency.first + "|->" + dependency.second + " "; d_hat.push_back(dep); } cout << "PUSH(" << s << ')' << endl; for(int unsigned i=0; i < d_hat.size(); i++) cout <<"\n...\n" << d_hat.at(i) << " "; cout << "\nSIMPLE SUBSTITUTION\n"; } //semantic action function on multiple substitution void do_mSubst(char const* str, char const* end) { string s(str, end); //use boost tokenizer to break down tokens typedef boost::tokenizer<boost::char_separator<char> > Tok; boost::char_separator<char> sep("-+/*:=()"); // default char separator Tok tok(s, sep); Tok::iterator tok_iter = tok.begin(); // string start = *tok.begin(); vector<string> mx; for( ; tok_iter != tok.end(); ++tok_iter) //save all tokens in vector { mx.push_back(*tok_iter ); } mx.push_back("END\n"); //add a marker "end" for(unsigned int i=0; i<mx.size(); i++) { // if(mx.at(i) == "END" || mx.at(i) == "||" ) // break; // else if( mx.at(i) == "||") // do_sSubst(str, end); // else // { // do_sSubst(str, end); // } cout << "\nTokens ... " << mx.at(i) << " "; } cout << "PUSH(" << s << ')' << endl; cout << "MULTIPLE SUBSTITUTION\n"; } } //////////////////////////////////////////////////////////////////////////// // // Simple Substitution Grammar // //////////////////////////////////////////////////////////////////////////// // Simple substitution grammar parser with integer values removed struct Substitution : public grammar<Substitution> { template <typename ScannerT> struct definition { definition(Substitution const& ) { multi_subst = (simple_subst [&do_mSubst] >> +( str_p("||") >> simple_subst [&do_mSubst]) ) ; simple_subst = (Identifier >> str_p(":=") >> expression)[&do_sSubst] ; Identifier = alpha_p >> +alnum_p//[do_noint] ; expression = term >> *( ('+' >> term)[&do_add] | ('-' >> term)[&do_subt] ) ; term = factor >> *( ('*' >> factor)[&do_mult] | ('/' >> factor)[&do_div] ) ; factor = lexeme_d[( (alpha_p >> +alnum_p) | +digit_p)[&do_noint]] | '(' >> expression >> ')' | ('+' >> factor) ; } rule<ScannerT> expression, term, factor, Identifier, simple_subst, multi_subst ; rule<ScannerT> const& start() const { return multi_subst; } }; }; //////////////////////////////////////////////////////////////////////////// // // Main program // //////////////////////////////////////////////////////////////////////////// int main() { cout << "************************************************************\n\n"; cout << "\t\t...Machine Parser...\n\n"; cout << "************************************************************\n\n"; // cout << "Type an expression...or [q or Q] to quit\n\n"; //prompt for file name to be input cout << "Please enter a filename...or [q or Q] to quit:\n\n "; char strFilename[256]; //file name store as a string object cin >> strFilename; ifstream inFile(strFilename); // opens file object for reading //output file for truncated machine (operations only) Substitution elementary_subst; // Simple substitution parser object string str, next; // inFile.open(strFilename); while (inFile >> str) { getline(cin, next); str += next; if (str.empty() || str[0] == 'q' || str[0] == 'Q') break; parse_info<> info = parse(str.c_str(), elementary_subst, space_p); if (info.full) { cout << "\n-------------------------\n"; cout << "Parsing succeeded\n"; cout << "\n-------------------------\n"; } else { cout << "\n-------------------------\n"; cout << "Parsing failed\n"; cout << "stopped at: \": " << info.stop << "\"\n"; cout << "\n-------------------------\n"; } } cout << "Please enter a filename...or [q or Q] to quit\n"; cin >> strFilename; return 0; } The contents of the file I tried to parse, which I named "mf7.txt" is given below: debt:=(LoanRequest+outstandingLoan1)*20 || newDebt := loanammount-paidammount The output when I execute the program is: ************************************************************ ...Machine Parser... ************************************************************ Please enter a filename...or [q or Q] to quit: c:\tplat\mf7.txt PUSH(LoanRequest) PUSH(outstandingLoan1) ADD LoanRequest outstandingLoan1 MULTIPLY LoanRequest outstandingLoan1 PUSH(debt:=(LoanRequest+outstandingLoan1)*20) ... debt|->LoanRequest ... debt|->outstandingLoan1 SIMPLE SUBSTITUTION Tokens ... debt Tokens ... LoanRequest Tokens ... outstandingLoan1 Tokens ... 20 Tokens ... END PUSH(debt:=(LoanRequest+outstandingLoan1)*20) MULTIPLE SUBSTITUTION ------------------------- Parsing failedstopped at: ": " ------------------------- My intention is to capture only the variables in the file, which I managed to do up to the "||" string. Clearly, the program is not parsing beyond the "||" string in the input file. I will appreciate assistance to fix the grammar. SOS, please.

    Read the article

  • Confused Why I am getting C1010 error?

    - by bluepixel
    I have three files: Main, slist.h and slist.cpp can be seen at http://forums.devarticles.com/c-c-help-52/confused-why-i-am-getting-c2143-and-c1010-error-259574.html I'm trying to make a program where main reads the list of student names from a file (roster.txt) and inserts all the names in a list in ascending order. This is the full class roster list (notCheckedIN). From here I will read all students who have come to write the exams, each checkin will transfer their name to another list (in ascending order) called present. The final product is notCheckedIN will contain a list of all those students that did not write the exam and present will contain the list of all students who wrote the exam Main File: // Exam.cpp : Defines the entry point for the console application. #include "stdafx.h" #include "iostream" #include "iomanip" #include "fstream" #include "string" #include "slist.h" using namespace std; void OpenFile(ifstream&); void GetClassRoster(SortList&, ifstream&); void InputStuName(SortList&, SortList&); void UpdateList(SortList&, SortList&, string); void Print(SortList&, SortList&); const string END_DATA = "EndData"; int main() { ifstream roster; SortList notCheckedIn; //students present SortList present; //student absent OpenFile(roster); if(!roster) //Make sure file is opened return 1; GetClassRoster(notCheckedIn, roster); //insert the roster list into the notCheckedIn list InputStuName(present, notCheckedIn); Print(present, notCheckedIn); return 0; } void OpenFile(ifstream& roster) //Precondition: roster is pointing to file containing student anmes //Postcondition:IF file does not exist -> exit { string fileName = "roster.txt"; roster.open(fileName.c_str()); if(!roster) cout << "***ERROR CANNOT OPEN FILE :"<< fileName << "***" << endl; } void GetClassRoster(SortList& notCheckedIN, ifstream& roster) //Precondition:roster points to file containing list of student last name // && notCheckedIN is empty //Postcondition:notCheckedIN is filled with the names taken from roster.txt in ascending order { string name; roster >> name; while(roster) { notCheckedIN.Insert(name); roster >> name; } } void InputStuName(SortList& present, SortList& notCheckedIN) //Precondition: present list is empty initially and notCheckedIN list is full //Postcondition: repeated prompting to enter stuName // && notCheckedIN will delete all names found in present // && present will contain names present // && names not found in notCheckedIN will report Error { string stuName; cout << "Enter last name (Enter EndData if none to Enter): "; cin >> stuName; while(stuName!=END_DATA) { UpdateList(present, notCheckedIN, stuName); } } void UpdateList(SortList& present, SortList& notCheckedIN, string stuName) //Precondition:stuName is assigned //Postcondition:IF stuName is present, stuName is inserted in present list // && stuName is removed from the notCheckedIN list // ELSE stuName does not exist { if(notCheckedIN.isPresent(stuName)) { present.Insert(stuName); notCheckedIN.Delete(stuName); } else cout << "NAME IS NOT PRESENT" << endl; } void Print(SortList& present, SortList& notCheckedIN) //Precondition: present and notCheckedIN contains a list of student Names present/not present //Postcondition: content of present and notCheckedIN is printed { cout << "Candidates Present" << endl; present.Print(); cout << "Candidates Absent" << endl; notCheckedIN.Print(); } Header File: //Specification File: slist.h //This file gives the specifications of a list abstract data type //List items inserted will be in order //Class SortList, structured type used to represent an ADT using namespace std; const int MAX_LENGTH = 200; typedef string ItemType; //Class Object (class instance) SortList. Variable of class type. class SortList { //Class Member - components of a class, can be either data or functions public: //Constructor //Post-condition: Empty list is created SortList(); //Const member function. Compiler error occurs if any statement within tries to modify a private data bool isEmpty() const; //Post-condition: == true if list is empty // == false if list is not empty bool isFull() const; //Post-condition: == true if list is full // == false if list is full int Length() const; //Post-condition: size of list void Insert(ItemType item); //Precondition: NOT isFull() && item is assigned //Postcondition: item is in list && Length() = Length()@entry + 1 void Delete(ItemType item); //Precondition: NOT isEmpty() && item is assigned //Postcondition: // IF items is in list at entry // first occurance of item in list is removed // && Length() = Length()@entry -1; // ELSE // list is not changed bool isPresent(ItemType item) const; //Precondition: item is assigned //Postcondition: == true if item is present in list // == false if item is not present in list void Print() const; //Postcondition: All component of list have been output private: int length; ItemType data[MAX_LENGTH]; void BinSearch(ItemType, bool&, int&) const; }; Source File: //Implementation File: slist.cpp //This file gives the specifications of a list abstract data type //List items inserted will be in order //Class SortList, structured type used to represent an ADT #include "iostream" #include "slist.h" using namespace std; // int length; // ItemType data[MAX_SIZE]; //Class Object (class instance) SortList. Variable of class type. SortList::SortList() //Constructor //Post-condition: Empty list is created { length=0; } //Const member function. Compiler error occurs if any statement within tries to modify a private data bool SortList::isEmpty() const //Post-condition: == true if list is empty // == false if list is not empty { return(length==0); } bool SortList::isFull() const //Post-condition: == true if list is full // == false if list is full { return (length==(MAX_LENGTH-1)); } int SortList::Length() const //Post-condition: size of list { return length; } void SortList::Insert(ItemType item) //Precondition: NOT isFull() && item is assigned //Postcondition: item is in list && Length() = Length()@entry + 1 // && list componenet are in ascending order of value { int index; index = length -1; while(index >=0 && item<data[index]) { data[index+1]=data[index]; index--; } data[index+1]=item; length++; } void SortList:elete(ItemType item) //Precondition: NOT isEmpty() && item is assigned //Postcondition: // IF items is in list at entry // first occurance of item in list is removed // && Length() = Length()@entry -1; // && list components are in ascending order // ELSE data array is unchanged { bool found; int position; BinSearch(item,found,position); if (found) { for(int index = position; index < length; index++) data[index]=data[index+1]; length--; } } bool SortList::isPresent(ItemType item) const //Precondition: item is assigned && length <= MAX_LENGTH && items are in ascending order //Postcondition: true if item is found in the list // false if item is not found in the list { bool found; int position; BinSearch(item,found,position); return (found); } void SortList::Print() const //Postcondition: All component of list have been output { for(int x= 0; x<length; x++) cout << data[x] << endl; } void SortList::BinSearch(ItemType item, bool found, int position) const //Precondition: item contains item to be found // && item in the list is an ascending order //Postcondition: IF item is in list, position is returned // ELSE item does not exist in the list { int first = 0; int last = length -1; int middle; found = false; while(!found) { middle = (first+last)/2; if(data[middle]<item) first = middle+1; else if (data[middle] > item) last = middle -1; else found = true; } if(found) position = middle; } I cannot get rid of the C1010 error: fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source? Is there a way to get rid of this error? When I included "stdafx.h" I received the following 32 errors (which does not make sense to me why because I referred back to my manual on how to use Class method - everything looks a.ok.) Error 1 error C2871: 'std' : a namespace with this name does not exist c:\..\slist.h 6 Error 2 error C2146: syntax error : missing ';' before identifier 'ItemType' c:\..\slist.h 8 Error 3 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 8 Error 4 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 8 Error 5 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 30 Error 6 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 34 Error 7 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 43 Error 8 error C2146: syntax error : missing ';' before identifier 'data' c:\..\slist.h 52 Error 9 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 52 Error 10 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 52 Error 11 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 53 Error 12 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 41 Error 13 error C2761: 'void SortList::Insert(void)' : member function redeclaration not allowed c:\..\slist.cpp 41 Error 14 error C2059: syntax error : ')' c:\..\slist.cpp 41 Error 15 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 45 Error 16 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 45 Error 17 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 57 Error 18 error C2761: 'void SortList:elete(void)' : member function redeclaration not allowed c:\..\slist.cpp 57 Error 19 error C2059: syntax error : ')' c:\..\slist.cpp 57 Error 20 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 65 Error 21 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 65 Error 22 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 79 Error 23 error C2761: 'bool SortList::isPresent(void) const' : member function redeclaration not allowed c:\..\slist.cpp 79 Error 24 error C2059: syntax error : ')' c:\..\slist.cpp 79 Error 25 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 83 Error 26 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 83 Error 27 error C2065: 'data' : undeclared identifier c:\..\slist.cpp 95 Error 28 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 98 Error 29 error C2761: 'void SortList::BinSearch(void) const' : member function redeclaration not allowed c:\..\slist.cpp 98 Error 30 error C2059: syntax error : ')' c:\..\slist.cpp 98 Error 31 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 103 Error 32 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 103

    Read the article

  • Azure WNS to Win8 - Push Notifications for Metro Apps

    - by JoshReuben
    Background The Windows Azure Toolkit for Windows 8 allows you to build a Windows Azure Cloud Service that can send Push Notifications to registered Metro apps via Windows Notification Service (WNS). Some configuration is required - you need to: Register the Metro app for Windows Live Application Management Provide Package SID & Client Secret to WNS Modify the Azure Cloud App cscfg file and the Metro app package.appxmanifest file to contain matching Metro package name, SID and client secret. The Mechanism: These notifications take the form of XAML Tile, Toast, Raw or Badge UI notifications. The core engine is provided via the WNS nuget recipe, which exposes an API for constructing payloads and posting notifications to WNS. An application receives push notifications by requesting a notification channel from WNS, which returns a channel URI that the application then registers with a cloud service. In the cloud service, A WnsAccessTokenProvider authenticates with WNS by providing its credentials, the package SID and secret key, and receives in return an access token that the provider caches and can reuse for multiple notification requests. The cloud service constructs a notification request by filling out a template class that contains the information that will be sent with the notification, including text and image references. Using the channel URI of a registered client, the cloud service can then send a notification whenever it has an update for the user. The package contains the NotificationSendUtils class for submitting notifications. The Windows Azure Toolkit for Windows 8 (WAT) provides the PNWorker sample pair of solutions - The Azure server side contains a WebRole & a WorkerRole. The WebRole allows submission of new push notifications into an Azure Queue which the WorkerRole extracts and processes. Further background resources: http://watwindows8.codeplex.com/ - Windows Azure Toolkit for Windows 8 http://watwindows8.codeplex.com/wikipage?title=Push%20Notification%20Worker%20Sample - WAT WNS sample setup http://watwindows8.codeplex.com/wikipage?title=Using%20the%20Windows%208%20Cloud%20Application%20Services%20Application – using Windows 8 with Cloud Application Services A bit of Configuration Register the Metro apps for Windows Live Application Management From the current app manifest of your metro app Publish tab, copy the Package Display Name and the Publisher From: https://manage.dev.live.com/Build/ Package name: <-- we need to change this Client secret: keep this Package Security Identifier (SID): keep this Verify the app here: https://manage.dev.live.com/Applications/Index - so this step is done "If you wish to send push notifications in your application, provide your Package Security Identifier (SID) and client secret to WNS." Provide Package SID & Client Secret to WNS http://msdn.microsoft.com/en-us/library/windows/apps/hh465407.aspx - How to authenticate with WNS https://appdev.microsoft.com/StorePortals/en-us/Account/Signup/PurchaseSubscription - register app with dashboard - need registration code or register a new account & pay $170 shekels http://msdn.microsoft.com/en-us/library/windows/apps/hh868184.aspx - Registering for a Windows Store developer account http://msdn.microsoft.com/en-us/library/windows/apps/hh868187.aspx - Picking a Microsoft account for the Windows Store The WNS Nuget Recipe The WNS Recipe is a nuget package that provides an API for authenticating against WNS, constructing payloads and posting notifications to WNS. After installing this package, a WnsRecipe assembly is added to project references. To send notifications using WNS, first register the application at the Windows Push Notifications & Live Connect portal to obtain Package Security Identifier (SID) and a secret key that your cloud service uses to authenticate with WNS. An application receives push notifications by requesting a notification channel from WNS, which returns a channel URI that the application then registers with a cloud service. In the cloud service, the WnsAccessTokenProvider authenticates with WNS by providing its credentials, the package SID and secret key, and receives in return an access token that the provider caches and can reuse for multiple notification requests. The cloud service constructs a notification request by filling out a template class that contains the information that will be sent with the notification, including text and image references.Using the channel URI of a registered client, the cloud service can then send a notification whenever it has an update for the user. var provider = new WnsAccessTokenProvider(clientId, clientSecret); var notification = new ToastNotification(provider) {     ToastType = ToastType.ToastText02,     Text = new List<string> { "blah"} }; notification.Send(channelUri); the WNS Recipe is instrumented to write trace information via a trace listener – configuratively or programmatically from Application_Start(): WnsDiagnostics.Enable(); WnsDiagnostics.TraceSource.Listeners.Add(new DiagnosticMonitorTraceListener()); WnsDiagnostics.TraceSource.Switch.Level = SourceLevels.Verbose; The WAT PNWorker Sample The Azure server side contains a WebRole & a WorkerRole. The WebRole allows submission of new push notifications into an Azure Queue which the WorkerRole extracts and processes. Overview of Push Notification Worker Sample The toolkit includes a sample application based on the same solution structure as the one created by theWindows 8 Cloud Application Services project template. The sample demonstrates how to off-load the job of sending Windows Push Notifications using a Windows Azure worker role. You can find the source code in theSamples\PNWorker folder. This folder contains a full version of the sample application showing how to use Windows Push Notifications using ASP.NET Membership as the authentication mechanism. The sample contains two different solution files: WATWindows.Azure.sln: This solution must be opened with Visual Studio 2010 and contains the projects related to the Windows Azure web and worker roles. WATWindows.Client.sln: This solution must be opened with Visual Studio 11 and contains the Windows Metro style application project. Only Visual Studio 2010 supports Windows Azure cloud projects so you currently need to use this edition to launch the server application. This will change in a future release of the Windows Azure tools when support for Visual Studio 11 is enabled. Important: Setting up the PNWorker Sample Before running the PNWorker sample, you need to register the application and configure it: 1. Register the app: To register your application, go to the Windows Live Application Management site for Metro style apps at https://manage.dev.live.com/build and sign in with your Windows Live ID. In the Windows Push Notifications & Live Connect page, enter the following information. Package Display Name PNWorker.Sample Publisher CN=127.0.0.1, O=TESTING ONLY, OU=Windows Azure DevFabric 2. 3. Once you register the application, make a note of the values shown in the portal for Client Secret,Package Name and Package SID. 4. Configure the app - double-click the SetupSample.cmd file located inside the Samples\PNWorker folder to launch a tool that will guide you through the process of configuring the sample. setup runs a PowerShell script that requires running with administration privileges to allow the scripts to execute in your machine. When prompted, enter the Client Secret, Package Name, and Package Security Identifier you obtained previously and wait until the tool finishes configuring your sample. Running the PNWorker Sample To run this sample, you must run both the client and the server application projects. 1. Open Visual Studio 2010 as an administrator. Open the WATWindows.Azure.sln solution. Set the start-up project of the solution as the cloud project. Run the app in the dev fabric to test. 2. Open Visual Studio 11 and open the WATWindows.Client.sln solution. Run the Metro client application. In the client application, click Reopen channel and send to server. à the application opens the channel and registers it with the cloud application, & the Output area shows the channel URI. 3. Refresh the WebRole's Push Notifications page to see the UI list the newly registered client. 4. Send notifications to the client application by clicking the Send Notification button. Setup 3 command files + 1 powershell script: SetupSample.cmd –> SetupWPNS.vbs –> SetupWPNS.cmd –> SetupWPNS.UpdateWPNSCredentialsInServiceConfiguration.ps1 appears to set PackageName – from manifest Client Id package security id (SID) – from registration Client Secret – from registration The following configs are modified: WATWindows\ServiceConfiguration.Cloud.cscfg WATWindows\ServiceConfiguration.Local.cscfg WATWindows.Client\package.appxmanifest WatWindows.Notifications A class library – it references the following WNS DLL: C:\WorkDev\CountdownValue\AzureToolkits\WATWindows8\Samples\PNWorker\packages\WnsRecipe.0.0.3.0\lib\net40\WnsRecipe.dll NotificationJobRequest A DataContract for triggering notifications:     using System.Runtime.Serialization; using Microsoft.Windows.Samples.Notifications;     [DataContract]     [KnownType(typeof(WnsAccessTokenProvider))] public class NotificationJobRequest     {               [DataMember] public bool ProcessAsync { get; set; }          [DataMember] public string Payload { get; set; }         [DataMember] public string ChannelUrl { get; set; }         [DataMember] public NotificationType NotificationType { get; set; }         [DataMember] public IAccessTokenProvider AccessTokenProvider { get; set; }         [DataMember] public NotificationSendOptions NotificationSendOptions{ get; set; }     } Investigated these types: WnsAccessTokenProvider – a DataContract that contains the client Id and client secret NotificationType – an enum that can be: Tile, Toast, badge, Raw IAccessTokenProvider – get or reset the access token NotificationSendOptions – SecondsTTL, NotificationPriority (enum), isCache, isRequestForStatus, Tag   There is also a NotificationJobSerializer class which basically wraps a DataContractSerializer serialization / deserialization of NotificationJobRequest The WNSNotificationJobProcessor class This class wraps the NotificationSendUtils API – it periodically extracts any NotificationJobRequest objects from a CloudQueue and submits them to WNS. The ProcessJobMessageRequest method – this is the punchline: it will deserialize a CloudQueueMessage into a NotificationJobRequest & send pass its contents to NotificationUtils to SendAsynchronously / SendSynchronously, (and then dequeue the message).     public override void ProcessJobMessageRequest(CloudQueueMessage notificationJobMessageRequest)         { Trace.WriteLine("Processing a new Notification Job Request", "Information"); NotificationJobRequest pushNotificationJob =                 NotificationJobSerializer.Deserialize(notificationJobMessageRequest.AsString); if (pushNotificationJob != null)             { if (pushNotificationJob.ProcessAsync)                 { Trace.WriteLine("Sending the notification asynchronously", "Information"); NotificationSendUtils.SendAsynchronously( new Uri(pushNotificationJob.ChannelUrl),                         pushNotificationJob.AccessTokenProvider,                         pushNotificationJob.Payload,                         result => this.ProcessSendResult(pushNotificationJob, result),                         result => this.ProcessSendResultError(pushNotificationJob, result),                         pushNotificationJob.NotificationType,                         pushNotificationJob.NotificationSendOptions);                 } else                 { Trace.WriteLine("Sending the notification synchronously", "Information"); NotificationSendResult result = NotificationSendUtils.Send( new Uri(pushNotificationJob.ChannelUrl),                         pushNotificationJob.AccessTokenProvider,                         pushNotificationJob.Payload,                         pushNotificationJob.NotificationType,                         pushNotificationJob.NotificationSendOptions); this.ProcessSendResult(pushNotificationJob, result);                 }             } else             { Trace.WriteLine("Could not deserialize the notification job", "Error");             } this.queue.DeleteMessage(notificationJobMessageRequest);         } Investigation of NotificationSendUtils class - This is the engine – it exposes Send and a SendAsyncronously overloads that take the following params from the NotificationJobRequest: Channel Uri AccessTokenProvider Payload NotificationType NotificationSendOptions WebRole WebRole is a large MVC project – it references WatWindows.Notifications as well as the following WNS DLL: \AzureToolkits\WATWindows8\Samples\PNWorker\packages\WnsRecipe.0.0.3.0\lib\net40\NotificationsExtensions.dll Controllers\PushNotificationController.cs Notification related namespaces:     using Notifications;     using NotificationsExtensions;     using NotificationsExtensions.BadgeContent;     using NotificationsExtensions.RawContent;     using NotificationsExtensions.TileContent;     using NotificationsExtensions.ToastContent;     using Windows.Samples.Notifications; TokenProvider – initialized from the Azure RoleEnvironment:   IAccessTokenProvider tokenProvider = new WnsAccessTokenProvider(         RoleEnvironment.GetConfigurationSettingValue("WNSPackageSID"),         RoleEnvironment.GetConfigurationSettingValue("WNSClientSecret")); SendNotification method – calls QueuePushMessage method to create and serialize a NotificationJobRequest and enqueue it in a CloudQueue [HttpPost]         public ActionResult SendNotification(             [ModelBinder(typeof(NotificationTemplateModelBinder))] INotificationContent notification,             string channelUrl,             NotificationPriority priority = NotificationPriority.Normal)         {             var payload = notification.GetContent();             var options = new NotificationSendOptions()             {                 Priority = priority             };             var notificationType =                 notification is IBadgeNotificationContent ? NotificationType.Badge :                 notification is IRawNotificationContent ? NotificationType.Raw :                 notification is ITileNotificationContent ? NotificationType.Tile :                 NotificationType.Toast;             this.QueuePushMessage(payload, channelUrl, notificationType, options);             object response = new             {                 Status = "Queued for delivery to WNS"             };             return this.Json(response);         } GetSendTemplate method: Create the cshtml partial rendering based on the notification type     [HttpPost]         public ActionResult GetSendTemplate(NotificationTemplateViewModel templateOptions)         {             PartialViewResult result = null;             switch (templateOptions.NotificationType)             {                 case "Badge":                     templateOptions.BadgeGlyphValueContent = Enum.GetNames(typeof( GlyphValue));                     ViewBag.ViewData = templateOptions;                     result = PartialView("_" + templateOptions.NotificationTemplateType);                     break;                 case "Raw":                     ViewBag.ViewData = templateOptions;                     result = PartialView("_Raw");                     break;                 case "Toast":                     templateOptions.TileImages = this.blobClient.GetAllBlobsInContainer(ConfigReader.GetConfigValue("TileImagesContainer")).OrderBy(i => i.FileName).ToList();                     templateOptions.ToastAudioContent = Enum.GetNames(typeof( ToastAudioContent));                     templateOptions.Priorities = Enum.GetNames(typeof( NotificationPriority));                     ViewBag.ViewData = templateOptions;                     result = PartialView("_" + templateOptions.NotificationTemplateType);                     break;                 case "Tile":                     templateOptions.TileImages = this.blobClient.GetAllBlobsInContainer(ConfigReader.GetConfigValue("TileImagesContainer")).OrderBy(i => i.FileName).ToList();                     ViewBag.ViewData = templateOptions;                     result = PartialView("_" + templateOptions.NotificationTemplateType);                     break;             }             return result;         } Investigated these types: ToastAudioContent – an enum of different Win8 sound effects for toast notifications GlyphValue – an enum of different Win8 icons for badge notifications · Infrastructure\NotificationTemplateModelBinder.cs WNS Namespace references     using NotificationsExtensions.BadgeContent;     using NotificationsExtensions.RawContent;     using NotificationsExtensions.TileContent;     using NotificationsExtensions.ToastContent; Various NotificationFactory derived types can server as bindable models in MVC for creating INotificationContent types. Default values are also set for IWideTileNotificationContent & IToastNotificationContent. Type factoryType = null;             switch (notificationType)             {                 case "Badge":                     factoryType = typeof(BadgeContentFactory);                     break;                 case "Tile":                     factoryType = typeof(TileContentFactory);                     break;                 case "Toast":                     factoryType = typeof(ToastContentFactory);                     break;                 case "Raw":                     factoryType = typeof(RawContentFactory);                     break;             } Investigated these types: BadgeContentFactory – CreateBadgeGlyph, CreateBadgeNumeric (???) TileContentFactory – many notification content creation methods , apparently one for every tile layout type ToastContentFactory – many notification content creation methods , apparently one for every toast layout type RawContentFactory – passing strings WorkerRole WNS Namespace references using Notifications; using Notifications.WNS; using Windows.Samples.Notifications; OnStart() Method – on Worker Role startup, initialize the NotificationJobSerializer, the CloudQueue, and the WNSNotificationJobProcessor _notificationJobSerializer = new NotificationJobSerializer(); _cloudQueueClient = this.account.CreateCloudQueueClient(); _pushNotificationRequestsQueue = _cloudQueueClient.GetQueueReference(ConfigReader.GetConfigValue("RequestQueueName")); _processor = new WNSNotificationJobProcessor(_notificationJobSerializer, _pushNotificationRequestsQueue); Run() Method – poll the Azure Queue for NotificationJobRequest messages & process them:   while (true)             { Trace.WriteLine("Checking for Messages", "Information"); try                 { Parallel.ForEach( this.pushNotificationRequestsQueue.GetMessages(this.batchSize), this.processor.ProcessJobMessageRequest);                 } catch (Exception e)                 { Trace.WriteLine(e.ToString(), "Error");                 } Trace.WriteLine(string.Format("Sleeping for {0} seconds", this.pollIntervalMiliseconds / 1000)); Thread.Sleep(this.pollIntervalMiliseconds);                                            } How I learned to appreciate Win8 There is really only one application architecture for Windows 8 apps: Metro client side and Azure backend – and that is a good thing. With WNS, tier integration is so automated that you don’t even have to leverage a HTTP push API such as SignalR. This is a pretty powerful development paradigm, and has changed the way I look at Windows 8 for RAD business apps. When I originally looked at Win8 and the WinRT API, my first opinion on Win8 dev was as follows – GOOD:WinRT, WRL, C++/CX, WinJS, XAML (& ease of Direct3D integration); BAD: low projected market penetration,.NET lobotomized (Only 8% of .NET 4.5 classes can be used in Win8 non-desktop apps - http://bit.ly/HRuJr7); UGLY:Metro pascal tiles! Perhaps my 80s teenage years gave me a punk reactionary sense of revulsion towards the Partridge Family 70s style that Metro UX seems to have appropriated: On second thought though, it simplifies UI dev to a single paradigm (although UX guys will need to change career) – you will not find an easier app dev environment. Speculation: If LightSwitch is going to support HTML5 client app generation, then its a safe guess to say that vnext will support Win8 Metro XAML - a much easier port from Silverlight XAML. Given the VS2012 LightSwitch integration as a thumbs up from the powers that be at MS, and given that Win8 C#/XAML Metro apps tend towards a streamlined 'golden straight-jacket' cookie cutter app dev style with an Azure back-end supporting Win8 push notifications... --> its easy to extrapolate than LightSwitch vnext could well be the Win8 Metro XAML to Azure RAD tool of choice! The hook is already there - :) Why else have the space next to the HTML Client box? This high level of application development abstraction will facilitate rapid app cookie-cutter architecture-infrastructure frameworks for wrapping any app. This will allow me to avoid too much XAML code-monkeying around & focus on my area of interest: Technical Computing.

    Read the article

  • How to Run Low-Cost Minecraft on a Raspberry Pi for Block Building on the Cheap

    - by Jason Fitzpatrick
    We’ve shown you how to run your own blocktastic personal Minecraft server on a Windows/OSX box, but what if you crave something lighter weight, more energy efficient, and always ready for your friends? Read on as we turn a tiny Raspberry Pi machine into a low-cost Minecraft server you can leave on 24/7 for around a penny a day. Why Do I Want to Do This? There’s two aspects to this tutorial, running your own Minecraft server and specifically running that Minecraft server on a Raspberry Pi. Why would you want to run your own Minecraft server? It’s a really great way to extend and build upon the Minecraft play experience. You can leave the server running when you’re not playing so friends and family can join and continue building your world. You can mess around with game variables and introduce mods in a way that isn’t possible when you’re playing the stand-alone game. It also gives you the kind of control over your multiplayer experience that using public servers doesn’t, without incurring the cost of hosting a private server on a remote host. While running a Minecraft server on its own is appealing enough to a dedicated Minecraft fan, running it on the Raspberry Pi is even more appealing. The tiny little Pi uses so little resources that you can leave your Minecraft server running 24/7 for a couple bucks a year. Aside from the initial cost outlay of the Pi, an SD card, and a little bit of time setting it up, you’ll have an always-on Minecraft server at a monthly cost of around one gumball. What Do I Need? For this tutorial you’ll need a mix of hardware and software tools; aside from the actual Raspberry Pi and SD card, everything is free. 1 Raspberry Pi (preferably a 512MB model) 1 4GB+ SD card This tutorial assumes that you have already familiarized yourself with the Raspberry Pi and have installed a copy of the Debian-derivative Raspbian on the device. If you have not got your Pi up and running yet, don’t worry! Check out our guide, The HTG Guide to Getting Started with Raspberry Pi, to get up to speed. Optimizing Raspbian for the Minecraft Server Unlike other builds we’ve shared where you can layer multiple projects over one another (e.g. the Pi is more than powerful enough to serve as a weather/email indicator and a Google Cloud Print server at the same time) running a Minecraft server is a pretty intense operation for the little Pi and we’d strongly recommend dedicating the entire Pi to the process. Minecraft seems like a simple game, with all its blocky-ness and what not, but it’s actually a pretty complex game beneath the simple skin and required a lot of processing power. As such, we’re going to tweak the configuration file and other settings to optimize Rasbian for the job. The first thing you’ll need to do is dig into the Raspi-Config application to make a few minor changes. If you’re installing Raspbian fresh, wait for the last step (which is the Raspi-Config), if you already installed it, head to the terminal and type in “sudo raspi-config” to launch it again. One of the first and most important things we need to attend to is cranking up the overclock setting. We need all the power we can get to make our Minecraft experience enjoyable. In Raspi-Config, select option number 7 “Overclock”. Be prepared for some stern warnings about overclocking, but rest easy knowing that overclocking is directly supported by the Raspberry Pi foundation and has been included in the configuration options since late 2012. Once you’re in the actual selection screen, select “Turbo 1000MhHz”. Again, you’ll be warned that the degree of overclocking you’ve selected carries risks (specifically, potential corruption of the SD card, but no risk of actual hardware damage). Click OK and wait for the device to reset. Next, make sure you’re set to boot to the command prompt, not the desktop. Select number 3 “Enable Boot to Desktop/Scratch”  and make sure “Console Text console” is selected. Back at the Raspi-Config menu, select number 8 “Advanced Options’. There are two critical changes we need to make in here and one option change. First, the critical changes. Select A3 “Memory Split”: Change the amount of memory available to the GPU to 16MB (down from the default 64MB). Our Minecraft server is going to ruin in a GUI-less environment; there’s no reason to allocate any more than the bare minimum to the GPU. After selecting the GPU memory, you’ll be returned to the main menu. Select “Advanced Options” again and then select A4 “SSH”. Within the sub-menu, enable SSH. There is very little reason to keep this Pi connected to a monitor and keyboard, by enabling SSH we can remotely access the machine from anywhere on the network. Finally (and optionally) return again to the “Advanced Options” menu and select A2 “Hostname”. Here you can change your hostname from “raspberrypi” to a more fitting Minecraft name. We opted for the highly creative hostname “minecraft”, but feel free to spice it up a bit with whatever you feel like: creepertown, minecraft4life, or miner-box are all great minecraft server names. That’s it for the Raspbian configuration tab down to the bottom of the main screen and select “Finish” to reboot. After rebooting you can now SSH into your terminal, or continue working from the keyboard hooked up to your Pi (we strongly recommend switching over to SSH as it allows you to easily cut and paste the commands). If you’ve never used SSH before, check out how to use PuTTY with your Pi here. Installing Java on the Pi The Minecraft server runs on Java, so the first thing we need to do on our freshly configured Pi is install it. Log into your Pi via SSH and then, at the command prompt, enter the following command to make a directory for the installation: sudo mkdir /java/ Now we need to download the newest version of Java. At the time of this publication the newest release is the OCT 2013 update and the link/filename we use will reflect that. Please check for a more current version of the Linux ARMv6/7 Java release on the Java download page and update the link/filename accordingly when following our instructions. At the command prompt, enter the following command: sudo wget --no-check-certificate http://www.java.net/download/jdk8/archive/b111/binaries/jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz Once the download has finished successfully, enter the following command: sudo tar zxvf jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz -C /opt/ Fun fact: the /opt/ directory name scheme is a remnant of early Unix design wherein the /opt/ directory was for “optional” software installed after the main operating system; it was the /Program Files/ of the Unix world. After the file has finished extracting, enter: sudo /opt/jdk1.8.0/bin/java -version This command will return the version number of your new Java installation like so: java version "1.8.0-ea" Java(TM) SE Runtime Environment (build 1.8.0-ea-b111) Java HotSpot(TM) Client VM (build 25.0-b53, mixed mode) If you don’t see the above printout (or a variation thereof if you’re using a newer version of Java), try to extract the archive again. If you do see the readout, enter the following command to tidy up after yourself: sudo rm jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz At this point Java is installed and we’re ready to move onto installing our Minecraft server! Installing and Configuring the Minecraft Server Now that we have a foundation for our Minecraft server, it’s time to install the part that matter. We’ll be using SpigotMC a lightweight and stable Minecraft server build that works wonderfully on the Pi. First, grab a copy of the the code with the following command: sudo wget http://ci.md-5.net/job/Spigot/lastSuccessfulBuild/artifact/Spigot-Server/target/spigot.jar This link should remain stable over time, as it points directly to the most current stable release of Spigot, but if you have any issues you can always reference the SpigotMC download page here. After the download finishes successfully, enter the following command: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Note: if you’re running the command on a 256MB Pi change the 256 and 496 in the above command to 128 and 256, respectively. Your server will launch and a flurry of on-screen activity will follow. Be prepared to wait around 3-6 minutes or so for the process of setting up the server and generating the map to finish. Future startups will take much less time, around 20-30 seconds. Note: If at any point during the configuration or play process things get really weird (e.g. your new Minecraft server freaks out and starts spawning you in the Nether and killing you instantly), use the “stop” command at the command prompt to gracefully shutdown the server and let you restart and troubleshoot it. After the process has finished, head over to the computer you normally play Minecraft on, fire it up, and click on Multiplayer. You should see your server: If your world doesn’t popup immediately during the network scan, hit the Add button and manually enter the address of your Pi. Once you connect to the server, you’ll see the status change in the server status window: According to the server, we’re in game. According to the actual Minecraft app, we’re also in game but it’s the middle of the night in survival mode: Boo! Spawning in the dead of night, weaponless and without shelter is no way to start things. No worries though, we need to do some more configuration; no time to sit around and get shot at by skeletons. Besides, if you try and play it without some configuration tweaks first, you’ll likely find it quite unstable. We’re just here to confirm the server is up, running, and accepting incoming connections. Once we’ve confirmed the server is running and connectable (albeit not very playable yet), it’s time to shut down the server. Via the server console, enter the command “stop” to shut everything down. When you’re returned to the command prompt, enter the following command: sudo nano server.properties When the configuration file opens up, make the following changes (or just cut and paste our config file minus the first two lines with the name and date stamp): #Minecraft server properties #Thu Oct 17 22:53:51 UTC 2013 generator-settings= #Default is true, toggle to false allow-nether=false level-name=world enable-query=false allow-flight=false server-port=25565 level-type=DEFAULT enable-rcon=false force-gamemode=false level-seed= server-ip= max-build-height=256 spawn-npcs=true white-list=false spawn-animals=true texture-pack= snooper-enabled=true hardcore=false online-mode=true pvp=true difficulty=1 player-idle-timeout=0 gamemode=0 #Default 20; you only need to lower this if you're running #a public server and worried about loads. max-players=20 spawn-monsters=true #Default is 10, 3-5 ideal for Pi view-distance=5 generate-structures=true spawn-protection=16 motd=A Minecraft Server In the server status window, seen through your SSH connection to the pi, enter the following command to give yourself operator status on your Minecraft server (so that you can use more powerful commands in game, without always returning to the server status window). op [your minecraft nickname] At this point things are looking better but we still have a little tweaking to do before the server is really enjoyable. To that end, let’s install some plugins. The first plugin, and the one you should install above all others, is NoSpawnChunks. To install the plugin, first visit the NoSpawnChunks webpage and grab the download link for the most current version. As of this writing the current release is v0.3. Back at the command prompt (the command prompt of your Pi, not the server console–if your server is still active shut it down) enter the following commands: cd /home/pi/plugins sudo wget http://dev.bukkit.org/media/files/586/974/NoSpawnChunks.jar Next, visit the ClearLag plugin page, and grab the latest link (as of this tutorial, it’s v2.6.0). Enter the following at the command prompt: sudo wget http://dev.bukkit.org/media/files/743/213/Clearlag.jar Because the files aren’t compressed in a .ZIP or similar container, that’s all there is to it: the plugins are parked in the plugin directory. (Remember this for future plugin downloads, the file needs to be whateverplugin.jar, so if it’s compressed you need to uncompress it in the plugin directory.) Resart the server: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Be prepared for a slightly longer startup time (closer to the 3-6 minutes and much longer than the 30 seconds you just experienced) as the plugins affect the world map and need a minute to massage everything. After the spawn process finishes, type the following at the server console: plugins This lists all the plugins currently active on the server. You should see something like this: If the plugins aren’t loaded, you may need to stop and restart the server. After confirming your plugins are loaded, go ahead and join the game. You should notice significantly snappier play. In addition, you’ll get occasional messages from the plugins indicating they are active, as seen below: At this point Java is installed, the server is installed, and we’ve tweaked our settings for for the Pi.  It’s time to start building with friends!     

    Read the article

  • Adding attachments to HumanTasks *beforehand*

    - by ccasares
    For an demo I'm preparing along with a partner, we need to add some attachments to a HumanTask beforehand, that is, the attachment must be associated already to the Task by the time the user opens its Form. How to achieve this?, indeed it's quite simple and just a matter of some mappings to the Task's input execData structure. Oracle BPM supports "default" attachments (which use BPM tables) or UCM-based ones. The way to insert attachments for both methods is pretty similar. With default attachments When using default attachments, first we need to have the attachment payload as part of the BPM process, that is, must be contained in a variable. Normally the attachment content is binary, so we'll need first to convert it to a base64-string (not covered on this blog entry). What we need to do is just to map the following execData parameters as part of the input of the HumanTask: execData.attachment[n].content            <-- the base64 payload data execData.attachment[n].mimeType           <-- depends on your attachment                                               (e.g.: "application/pdf") execData.attachment[n].name               <-- attachment name (just the name you want to                                               use. No need to be the original filename) execData.attachment[n].attachmentScope    <-- BPM or TASK (depending on your needs) execData.attachment[n].storageType        <-- TASK execData.attachment[n].doesBelongToParent <-- false (not sure if this one is really                                               needed, but it definitely doesn't hurt) execData.attachment[n].updatedBy          <-- username who is attaching it execData.attachment[n].updatedDate        <-- dateTime of when this attachment is                                               attached  Bear in mind that the attachment structure is a repetitive one. So if you need to add more than one attachment, you'll need to use XSLT mapping. If not, the Assign mapper automatically adds [1] for the iteration.  With UCM-based attachments With UCM-based attachments, the procedure is basically the same. We'll need to map some extra fields and not to map others. The tricky part with UCM-based attachments is what we need to know beforehand about the attachment itself. Of course, we don't need to have the payload, but a couple of information from the attachment that must be checked in already in UCM. First, let's see the mappings: execData.attachment[n].mimeType           <-- Document's dFormat attribute (1) execData.attachment[n].name               <-- attachment name (just the name you want to                                               use. No need to be the original filename) execData.attachment[n].attachmentScope    <-- BPM or TASK (depending on your needs) execData.attachment[n].storageType        <-- UCM execData.attachment[n].doesBelongToParent <-- false (not sure if this one is really                                               needed, but it definitely doesn't hurt) execData.attachment[n].updatedBy          <-- username who is attaching it execData.attachment[n].updatedDate        <-- dateTime of when this attachment is                                               attached  execData.attachment[n].uri                <-- "ecm://<dID>" where dID is document's dID                                      attribute (2) execData.attachment[n].ucmDocType         <-- Document's dDocType attribute (3) execData.attachment[n].securityGroup      <-- Document's dSecurityGroup attribute (4) execData.attachment[n].revision           <-- Document's dRevisionID attribute (5) execData.attachment[n].ucmMetadataItem[1].name  <-- "DocUrl" execData.attachment[n].ucmMetadataItem[1].type  <-- STRING execData.attachment[n].ucmMetadataItem[1].value <-- Document's url attribute (6)  Where to get those (n) fields? In my case I get those from a Search call to UCM (not covered on this blog entry) As I mentioned above, we must know which UCM document we're going to attach. We may know its ID, its name... whatever we need to uniquely identify it calling the IDC Search method. This method returns ALL the info we need to attach the different fields labeled with a number above.  The only tricky one is (6). UCM Search service returns the url attribute as a context-root without hostname:port. E.g.: /cs/groups/public/documents/document/dgvs/mdaw/~edisp/ccasareswcptel000239.pdf However we do need to include the full qualified URL when mapping (6). Where to get the http://<hostname>:<port> value? Honestly, I have no clue. What I use to do is to use a BPM property that can always be modified at runtime if needed. There are some other fields that might be needed in the execData.attachment structure, like account (if UCM's is using Accounts). But for demos I've never needed to use them, so I'm not sure whether it's necessary or not. Feel free to add some comments to this entry if you know it ;-)  That's all folks. Should you need help with the UCM Search service, let me know and I can write a quick entry on that topic.

    Read the article

  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

    Read the article

  • Setting ProcessStartInfo.WorkingDirectory to an UNC Path

    - by TJOHN
    I have a utility that I have written in VB.net that runs as a scheduled tasks. It internally calls another executable and it has to access a mapped drive. Apparently windows has issues with scheduled tasks accessing mapped drives when the user is not logged on, even when the authentication credentials are supplied to the task itself. Ok, fine. To get around this I just passed my application the UNC path. process.StartInfo.FileName = 'name of executable' process.StartInfo.WorkingDirectory = '\\unc path\' process.StartInfo.WindowStyle = ProcessWindowStyle.Hidden process.StartInfo.Arguments = 'arguments to executable' process.Start() This is the same implementation I used with the mapped drive, however using the UNC path, the process is not behaving as if the UNC path is the working directory. Are there any known issues setting ProcessStartInfo.WorkingDirectory to an UNC path? If not, what am I doing wrong?

    Read the article

  • Win32Exception: The directory name is invalid

    - by Mohammadreza
    I'm trying to run a process as a different user that has Administrator privilege in 2 different computers running Vista and their UAC enabled but in one of them I get a Win32Exception that says "The directory name is invalid" Can anyone tell me what is wrong with my code? var myFile = "D:\\SomeFolder\\MyExecutable.exe"; var workingFolder = "D:\\SomeFolder"; var pInfo = new System.Diagnostics.ProcessStartInfo(); pInfo.FileName = myFile; pInfo.WorkingDirectory = workingFolder; pInfo.Arguments = myArgs; pInfo.LoadUserProfile = true; pInfo.UseShellExecute = false; pInfo.UserName = {UserAccount}; pInfo.Password = {SecureStringPassword}; pInfo.Domain = "."; System.Diagnostics.Process.Start(pInfo); UPDATE The application that executes the above code has requireAdministrator execution level. I even set the working folder to "Path.GetDirectoryName(myFile)" and "New System.IO.FileInfo(myFile).DirectoryName"

    Read the article

  • The remote server returned an unexpected response: (400) Bad Request while streaming

    - by phenevo
    Hi, I have problem with streaming. When I send small file like 1kb txt everything is ok, but when I send larger file like 100 kb jpg or 2gb psd I get: The remote server returned an unexpected response: (400) Bad Request. I'm using windows 7, VS 2010 and .net 3.5 and WCF Service library I lost all my weekend on this and I still see this error :/ Please help me Client: var client = new WpfApplication1.ServiceReference1.Service1Client("WSHttpBinding_IService1"); client.GetString("test"); string filename = @"d:\test.jpg"; FileStream fs = new FileStream(filename, FileMode.Open); try { client.ProcessStreamFromClient(fs); } catch (Exception exception) { Console.WriteLine(exception); } app.config: <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.serviceModel> <bindings> <basicHttpBinding> <binding name="StreamedHttp" closeTimeout="10:01:00" openTimeout="10:01:00" receiveTimeout="10:10:00" sendTimeout="10:01:00" allowCookies="false" bypassProxyOnLocal="false" hostNameComparisonMode="StrongWildcard" maxBufferSize="65536000" maxBufferPoolSize="524288000" maxReceivedMessageSize="65536000" messageEncoding="Text" textEncoding="utf-8" transferMode="Streamed" useDefaultWebProxy="true"> <readerQuotas maxDepth="0" maxStringContentLength="0" maxArrayLength="0" maxBytesPerRead="0" maxNameTableCharCount="0" /> <security mode="None"> <transport clientCredentialType="None" proxyCredentialType="None" realm="" /> <message clientCredentialType="UserName" algorithmSuite="Default" /> </security> </binding> </basicHttpBinding> </bindings> <client> <endpoint address="http://localhost:8732/Design_Time_Addresses/WcfServiceLibrary2/Service1/" binding="basicHttpBinding" bindingConfiguration="StreamedHttp" contract="ServiceReference1.IService1" name="WSHttpBinding_IService1" /> </client> </system.serviceModel> </configuration> And Wcf ServiceLibrary: public void ProcessStreamFromClient(Stream str) { using (var outStream = new FileStream(@"e:\test.jpg", FileMode.Create)) { var buffer = new byte[4096]; int count; while ((count = str.Read(buffer, 0, buffer.Length)) > 0) { outStream.Write(buffer, 0, count); } } } App.config <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.web> <compilation debug="true" /> </system.web> <!-- When deploying the service library project, the content of the config file must be added to the host's app.config file. System.Configuration does not support config files for libraries. --> <system.serviceModel> <bindings> <basicHttpBinding> <binding name="Binding1" hostNameComparisonMode="StrongWildcard" maxBufferSize="65536000" transferMode="Streamed" bypassProxyOnLocal="false" closeTimeout="10:01:00" openTimeout="10:01:00" receiveTimeout="10:10:00" sendTimeout="10:01:00" maxBufferPoolSize="524288000" maxReceivedMessageSize="65536000" messageEncoding="Text" textEncoding="utf-8" useDefaultWebProxy="true" allowCookies="false"> <security mode="None" /> </binding> </basicHttpBinding> </bindings> <client /> <services> <service name="WcfServiceLibrary2.Service1"> <host> <baseAddresses> <add baseAddress="http://localhost:8732/Design_Time_Addresses/WcfServiceLibrary2/Service1/" /> </baseAddresses> </host> <!-- Service Endpoints --> <!-- Unless fully qualified, address is relative to base address supplied above --> <endpoint address="" binding="basicHttpBinding" contract="WcfServiceLibrary2.IService1"> <!-- Upon deployment, the following identity element should be removed or replaced to reflect the identity under which the deployed service runs. If removed, WCF will infer an appropriate identity automatically. --> <identity> <dns value="localhost"/> </identity> </endpoint> <!-- Metadata Endpoints --> <!-- The Metadata Exchange endpoint is used by the service to describe itself to clients. --> <!-- This endpoint does not use a secure binding and should be secured or removed before deployment --> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange"/> </service> </services> <behaviors> <serviceBehaviors> <behavior> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="True"/> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <dataContractSerializer maxItemsInObjectGraph="2147483647"/> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="false" /> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel> </configuration>

    Read the article

  • WPF DataBinding, CollectionViewSource, INotifyPropertyChanged

    - by plotnick
    First time when I tried to do something in WPF, I was puzzled with WPF DataBinding. Then I studied thorougly next example on MSDN: http://msdn.microsoft.com/en-us/library/ms771319(v=VS.90).aspx Now, I quite understand how to use Master-Detail paradigm for a form which takes data from one source (one table) - both for master and detailed parts. I mean for example I have a grid with data and below the grid I have a few fields with detailed data of current row. But how to do it, if detailed data comes from different but related tables? for example: you have a Table 'Users' with columns - 'id' and 'Name'. You also have another table 'Pictures' with columns like 'id','Filename','UserId'. And now, using master-detail paradigm you have to built a form. And every time when you chose a row in a Master you should get all associated pictures in Details. What is the right way to do it? Could you please show me an example?

    Read the article

  • Java POI 3.6 XWPF usage guidelines (reading content of docx file)

    - by Mr CooL
    I assume the following objects should be used to read contents of DOCX file: XWPFDocument XWPFWordExtractor However, somewhere the compiler warns me from not including the correct libraries needed in classpath. I think I'm kinda lost for not knowing which jar file is the right one to include for this since there are so many jar files (POI libraries). My project so far involve in reading doc and docx files as part of the project. I've managed to read the contents of doc file. However, for docx file, I'm still having problem with that. Can anyone show the guidelines in terms of the codes and libraries needed (jar files) to read the content of docx file? I'm trying to limit the libraries need to be added on into project since I need to read doc and docx only. The following works for doc: fs = new POIFSFileSystem(new FileInputStream(fileName)); HWPFDocument doc = new HWPFDocument(fs); WordExtractor we = new WordExtractor(doc); String[] p = we.getParagraphText();

    Read the article

  • Host a IWpfTextView in a custom tool for a Visual Studio Extension

    - by Adam Driscoll
    I'm trying to create a IWpfTextView and then put it into a custom tool window. I can create the view, read a file to populate the ITextBuffer and display the view into my tool. I cannot edit the code at all and the code is not syntax highlighted. What steps am I missing to make this a full fledged editor? Code: IComponentModel componentModel = (IComponentModel)GetGlobalService (typeof(SComponentModel)); var _textEditorFactoryService = componentModel.GetService<ITextEditorFactoryService>(); var _textBufferFactoryService = componentModel.GetService<ITextBufferFactoryService>(); var _contentTypeRegistryService = componentModel.GetService<IContentTypeRegistryService>(); TextReader reader = new StreamReader(fileName); var types = _contentTypeRegistryService.GetContentType("CSharp"); ITextBuffer textBuffer = _textBufferFactoryService.CreateTextBuffer(reader, types); var view = _textEditorFactoryService.CreateTextView(textBuffer); IWpfTextViewHost editor = _textEditorFactoryService.CreateTextViewHost(view, true);

    Read the article

  • filter data between 2 dates in crystal report vb.net

    - by irienaoki0407
    I need some help for creating Crystal Reports in VB 2005. I want to filter data between two dates (like from date and to date) with datetimepicker. I'm using SQL Server 2000 for the connection. Update: Thanks for the link, but I'm trying using record selection formula.... Here's my code: Try Dim cryRpt As New ReportDocument With cryRpt .FileName = ("C:\Documents and Settings\Ratna Ayu\My Documents\Visual Studio 2005\Projects\Denda\Denda\CrystalReport1.rpt") .RecordSelectionFormula = "{pinjam.tglkembali}>='" & DateTimePicker1.Value.ToString("dd/MM/yyyy") & "' and {pinjam.tglkembali} =<'" & DateTimePicker2.Value.ToString("dd/MM/yyyy") & "'" End With CrystalReportViewer1.ReportSource = cryRpt CrystalReportViewer1.Refresh() Catch ex As Exception MsgBox("tdk ada data", , "") End Try

    Read the article

  • e.Data.GetDataPresent not working in WinForms drag-and-drop handler?

    - by jnylen
    I'm trying to drag files into my application from a program called Locate32 (which is great by the way). Here is what happens: e.Data.GetFormats() {string[7]} [0]: "FileDrop" [1]: "FileNameW" [2]: "FileName" [3]: "FileNameMap" [4]: "FileNameMapW" [5]: "Shell IDList Array" [6]: "Shell Object Offsets" DataFormats.FileDrop "FileDrop" e.Data.GetDataPresent(DataFormats.FileDrop) false Why does e.Data.GetDataPresent(DataFormats.FileDrop) return false even though FileDrop is clearly one of the formats listed as "available"? Drag and drop works fine from Windows Explorer. If I do e.Data.GetData(DataFormats.FileDrop) I get a list of a bunch of filenames, as I should. Here's the code for my DragEnter handler: private void MyForm_DragEnter(object sender, DragEventArgs e) { if(e.Data.GetDataPresent(DataFormats.FileDrop)) { e.Effect = DragDropEffects.Copy; } else { e.Effect = DragDropEffects.None; } }

    Read the article

  • Microsoft.Web.Administration.ServerManager can't read config sections containing encrypted passwords

    - by Dylan Beattie
    I have some sites in IIS7 that are configured to run as domain users (MYDOMAIN\someuser). I'm using the Microsoft.Web.Administration namespace to scan my server configuration, but it's throwing an exception when I hit one of these "impersonator" sites: using (ServerManager sm = new ServerManager()) { foreach (Site site in sm.Sites) { foreach (Application app in site.Applications.Reverse()) { foreach (VirtualDirectory vdir in app.VirtualDirectories.Reverse()) { var config = app.GetWebConfiguration(); foreach (var locationPath in config.GetLocationPaths()) { // error occurs in GetLocationPaths() } } } } } The actual error message is: COMException was unhandled Filename: \\?\C:\Windows\system32\inetsrv\config\applicationHost.config Line number: 279 Error: Failed to decrypt attribute 'password' because the keyset does not exist It appears that IIS is storing the MYDOMAIN\someuser password encrypted in applicationHost.config, which is great in terms of security - but I have no idea how to get the ServerManager to decrypt this. Any tips on how I can either allow ServerManager to decrypt this, or just tell IIS to store the passwords in plain text? This is on IIS7 under Windows 7 RC, by the way.

    Read the article

  • Starting Firefox using Process.Start: Firefox not starting when you set Usename and Password

    - by Mohammadreza
    Hi there. When I try to start Firefox using Process.Start and ProcessStartInfo (.NET) everything seems to work fine. But when I specify a username and password of another account (a member of Users), nothing seems to happen. The same code works fine with Calc.exe or IE. This is weird. Any ideas? Here is the code: System.Diagnostics.ProcessStartInfo pInfo = new System.Diagnostics.ProcessStartInfo(); pInfo.CreateNoWindow = false; pInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Normal; pInfo.WorkingDirectory = "{WorkingDirectory}"; pInfo.Arguments = "{CommandLineArgs}"; pInfo.FileName = "{ExecutableAddress}"; pInfo.ErrorDialog = true; pInfo.UseShellExecute = false; pInfo.UserName = "{LimitedAccountUserName}"; pInfo.Password = "{SecureLimitedAccountPassword}"; System.Diagnostics.Process.Start(pInfo); Thanks everyone.

    Read the article

< Previous Page | 94 95 96 97 98 99 100 101 102 103 104 105  | Next Page >