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  • .net configurable business error messages

    - by Daniel
    Hi all, I need to implement some kind of solution such that in our business logic layer when certain conditions are met an error message is returned. That error message should be configurable either in a file or table that can be edited at run time if needed. I've seen it done before a few ways and it always ends up something like "This error message is {0}" and then when the dev goes the use the message they dont neccesarily know how many (if any) parameters the message needs. Just hoping to leverage off something that may have already been done, I dont think there is a provider or anything already in the .net framework.

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  • What Java tools/apis to use for decrypting/encrypting

    - by Java_bear
    I am trying to decrypt (and later encrypt) an email message (ebXML). The message contains a Signature element that contains child elements to specify the SignedInfo, SignatureValue and KeyInfo. Also, the message contains an encrypted attachment. Question: What Java tools/apis should be used for decrypting? I would like to find some tool/api that would (automagically) instantiate objects based on whatever is included with the Signature element, so that the data (message) could be easily validated. And the other way around: Creating objects (specifying methods, signature value and keyinfo) and then outputting the xml to go into the message.

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  • How do I escape a new line character in a .ini file so that Zend_Config_Ini reads it literally?

    - by Nick
    I am trying to store a multiple line e-mail in an ini file using PHP/Zend Framework. My string has new lines characters in it, and when I use Zend_Config_Ini to parse the ini file, the new line characters come back escaped, so they are printed out on screen, instead of a line feed. Example: // ini file message = Hi {0},\n\nThis is a test message.\nGoodbye! is parsed by Zend_Config_Ini as: Hi {0},\\n\\nThis is a test message.\\nGoodbye! which then is printed out in the email as: Hi John,\n\nThis is a test message.\nGoodbye! Instead I want the e-mail to look like this: Hi John, This is a test message. Goodbye! Does anybody know how to achieve this? Thanks!

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  • Changing the context of a self-executing function

    - by TaylorMac
    This code is copied directly from: http://www.bennadel.com/blog/2264-Changing-The-Execution-Context-Of-Your-Self-Executing-Function-Blocks-In-JavaScript.htm // Set the singleton value to the return value of the self- // executing function block. var singleton = (function(){ // Declare a private variable. var message = "Stop playing with your context!"; this.getMessage = function(){ return( message ); }; // Return this object reference. return( this ); }).call( {} ); // alert the singleton message. alert( "Message:", singleton.getMessage()); ?My thought is that I can use this to better contain the variables and functions in my programs. However, when I try to run the code in a JSfiddle: http://jsfiddle.net/xSKHh/ It does not return the message. What am I missing?

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  • SOA Suite 11g Asynchronous Testing with soapUI

    - by Greg Mally
    Overview The Enterprise Manager test harness that comes bundled with SOA Suite 11g is a great tool for doing smoke tests and some minor load testing. When a more robust testing tool is needed, often times soapUI is leveraged for many reasons ranging from ease of use to cost effective. However, when you want to start doing some more complex testing other than synchronous web services with static content, then the free version of soapUI becomes a bit more challenging. In this blog I will show you how to test asynchronous web services with soapUI free edition. The following assumes that you have a working knowledge of soapUI and will not go into concepts like setting up a project etc. For the basics, please review the documentation for soapUI: http://www.soapui.org/Getting-Started/ Asynchronous Web Service Testing in soapUI When invoking an asynchronous web service, the caller must provide a callback for the response. Since our testing will originate from soapUI, then it is only natural that soapUI would provide the callback mechanism. This mechanism in soapUI is called a MockService. In a nutshell, a soapUI MockService is a simulation of a Web Service (aka, a process listening on a port). We will go through the steps in setting up the MockService for a simple asynchronous BPEL process. After creating your soapUI project based on an asynchronous BPEL process, you will see something like the following: Notice that soapUI created an interface for both the request and the response (i.e., callback). The interface that was created for the callback will be used to create the MockService. Right-click on the callback interface and select the Generate MockService menu item: You will be presented with the Generate MockService dialogue where we will tweak the Path and possibly the port (depends upon what ports are available on the machine where soapUI will be running). We will adjust the Path to include the operation name (append /processResponse in this example) and the port of 8088 is fine: Once the MockService is created, you should have something like the following in soapUI: This window acts as a console/view into the callback process. When the play button is pressed (green triangle in the upper left-hand corner), soapUI will start a process running on the configured Port that will accept web service invocations on the configured Path: At this point we are “almost” ready to try out the asynchronous test. But first we must provide the web service addressing (WS-A) configuration on the request message. We will edit the message for the request interface that was generated when the project was created (SimpleAsyncBPELProcessBinding > process > Request 1 in this example). At the bottom of the request message editor you will find the WS-A configuration by left-clicking on the WS-A label: Here we will setup WS-A by changing the default values to: Must understand: TRUE Add default wsa:Action: Add default wsa:Action (checked) Reply to: ${host where soapUI is running}:${MockService Port}${MockService Path} … in this example: http://192.168.1.181:8088/mockSimpleAsyncBPELProcessCallbackBinding/processResponse We now are ready to run the asynchronous test from soapUI free edition. Make sure that the MockService you created is running and then push the play button for the request (green triangle in the upper left-hand corner of the request editor). If everything is configured correctly, you should see the response show up in the MockService window: To view the response message/payload, just double-click on a response message in the Message Log window of the MockService: At this point you can now expand the project to include a Test Suite for some load balance tests etc. This same topic has been covered in various detail on other sites/blogs, but I wanted to simplify and detail how this is done in the context of SOA Suite 11g. It also serves as a nice introduction to another blog of mine: SOA Suite 11g Dynamic Payload Testing with soapUI Free Edition.

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  • NServiceBus Generic Host and mqsvc.exe high CPU

    - by Michael Stephenson
    We have been doing some work with NServiceBus recently and observed some unusual behaviour which was caused by our mistake and seemed worthy of a small post.   The Scenario In our solution we were doing some standard NServiceBus stuff by pushing a message to a queue using NServiceBus.  We had a direct send/receive scenario rather than a publish/subscribe one.   The background process which was meant to collect the message and then process it was a normal NServiceBus message handler.  We would run the NServiceBus.Host.exe which would find the handler and then do the usual NServiceBus magic.   The Problem In this solution we were creating some automated tests around this module of the integration process to ensure that it would work well.  We had two tests.   Test 1 This test would start NServiceBus.Host.exe using the Process object, then seed a message to the queue via our web service façade sitting above the queue which wrapped NServiceBus.  The background process would then process the message and the test would check the message had been processed fine.   If all was well then the NServiceBus.Host.exe process was stopped.   Test 2 In test 2 we would do a very similar thing except that instead of starting the process the test would install NServiceBus.Host.exe as a windows service and then start the service before the test and once the test was executed it would stop the test.   The Results of the Tests Test 1 worked really well, however in test 2 we found that it didn’t really work at all, instead of doing the background process we were finding that between mqsvc.exe and NServiceBus.Host.exe the CPU on the machine was maxed and nothing was really happening.   The Solution After trying a few things we found it was the permissions on the queue were not set correctly.  Once this was resolved it all worked fine and CPU was not excessive and ran just like the console application.   I think the couple of take aways from this are:   Make sure you set the windows service for NserviceBus Generic Host to the right credentials When you install the generic host as a windows service then by default it will use the default windows credentials.  For any production like scenario you should be using a domain account to run the process as via the windows service. Make sure you have the queue set with the right permissions For the credentials you have used to configure the generic host as a windows service you should ensure that this user has the appropriate permissions for any queues it will interact with. Make sure you turn on the right logging configuration in NServiceBus When this wasnt working correctly we didnt know there was an issue, we were just experiencing the high CPU condition.  I am a little surprised that there wasnt something logged and that the process didnt crash.  I guess this could be by design bearing in mind that the process could be monitoring many queues.  In this point Im just saying that originally we didnt have all of the log4net logging which is available from NServiceBus turned on.  Its probably a good idea to have this turned on and configured until you are happy your solution is working fine.   Thanks to Ahmed Hashmi on my team who got this working in the end.

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  • Dependency Injection Introduction

    - by MarkPearl
    I recently was going over a great book called “Dependency Injection in .Net” by Mark Seeman. So far I have really enjoyed the book and would recommend anyone looking to get into DI to give it a read. Today I thought I would blog about the first example Mark gives in his book to illustrate some of the benefits that DI provides. The ones he lists are Late binding Extensibility Parallel Development Maintainability Testability To illustrate some of these benefits he gives a HelloWorld example using DI that illustrates some of the basic principles. It goes something like this… class Program { static void Main(string[] args) { var writer = new ConsoleMessageWriter(); var salutation = new Salutation(writer); salutation.Exclaim(); Console.ReadLine(); } } public interface IMessageWriter { void Write(string message); } public class ConsoleMessageWriter : IMessageWriter { public void Write(string message) { Console.WriteLine(message); } } public class Salutation { private readonly IMessageWriter _writer; public Salutation(IMessageWriter writer) { _writer = writer; } public void Exclaim() { _writer.Write("Hello World"); } }   If you had asked me a few years ago if I had thought this was a good approach to solving the HelloWorld problem I would have resounded “No”. How could the above be better than the following…. class Program { static void Main(string[] args) { Console.WriteLine("Hello World"); Console.ReadLine(); } }  Today, my mind-set has changed because of the pain of past programs. So often we can look at a small snippet of code and make judgements when we need to keep in mind that we will most probably be implementing these patterns in projects with hundreds of thousands of lines of code and in projects that we have tests that we don’t want to break and that’s where the first solution outshines the latter. Let’s see if the first example achieves some of the outcomes that were listed as benefits of DI. Could I test the first solution easily? Yes… We could write something like the following using NUnit and RhinoMocks… [TestFixture] public class SalutationTests { [Test] public void ExclaimWillWriteCorrectMessageToMessageWriter() { var writerMock = MockRepository.GenerateMock<IMessageWriter>(); var sut = new Salutation(writerMock); sut.Exclaim(); writerMock.AssertWasCalled(x => x.Write("Hello World")); } }   This would test the existing code fine. Let’s say we then wanted to extend the original solution so that we had a secure message writer. We could write a class like the following… public class SecureMessageWriter : IMessageWriter { private readonly IMessageWriter _writer; private readonly string _secretPassword; public SecureMessageWriter(IMessageWriter writer, string secretPassword) { _writer = writer; _secretPassword = secretPassword; } public void Write(string message) { if (_secretPassword == "Mark") { _writer.Write(message); } else { _writer.Write("Unauthenticated"); } } }   And then extend our implementation of the program as follows… class Program { static void Main(string[] args) { var writer = new SecureMessageWriter(new ConsoleMessageWriter(), "Mark"); var salutation = new Salutation(writer); salutation.Exclaim(); Console.ReadLine(); } }   Our application has now been successfully extended and yet we did very little code change. In addition, our existing tests did not break and we would just need add tests for the extended functionality. Would this approach allow parallel development? Well, I am in two camps on parallel development but with some planning ahead of time it would allow for it as you would simply need to decide on the interface signature and could then have teams develop different sections programming to that interface. So,this was really just a quick intro to some of the basic concepts of DI that Mark introduces very successfully in his book. I am hoping to blog about this further as I continue through the book to list some of the more complex implementations of containers.

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  • android client not working [migrated]

    - by Syeda Zunairah
    i have a java client and c# server the server code is static Socket listeningSocket; static Socket socket; static Thread thrReadRequest; static int iPort = 4444; static int iConnectionQueue = 100; static void Main(string[] args) { Console.WriteLine(IPAddress.Parse(getLocalIPAddress()).ToString()); try { listeningSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //listeningSocket.Bind(new IPEndPoint(0, iPort)); listeningSocket.Bind(new IPEndPoint(IPAddress.Parse(getLocalIPAddress()), iPort)); listeningSocket.Listen(iConnectionQueue); thrReadRequest = new Thread(new ThreadStart(getRequest)); thrReadRequest.Start(); } catch (Exception e) { Console.WriteLine("Winsock error: " + e.ToString()); //throw; } } static private void getRequest() { int i = 0; while (true) { i++; Console.WriteLine("Outside Try i = {0}", i.ToString()); try { socket = listeningSocket.Accept(); // Receiving //byte[] rcvLenBytes = new byte[4]; //socket.Receive(rcvLenBytes); //int rcvLen = System.BitConverter.ToInt32(rcvLenBytes, 0); //byte[] rcvBytes = new byte[rcvLen]; //socket.Receive(rcvBytes); //String formattedBuffer = System.Text.Encoding.ASCII.GetString(rcvBytes); byte[] buffer = new byte[socket.SendBufferSize]; int iBufferLength = socket.Receive(buffer, 0, buffer.Length, 0); Console.WriteLine("Received {0}", iBufferLength); Array.Resize(ref buffer, iBufferLength); string formattedBuffer = Encoding.ASCII.GetString(buffer); Console.WriteLine("Data received by Client: {0}", formattedBuffer); if (formattedBuffer == "quit") { socket.Close(); listeningSocket.Close(); Environment.Exit(0); } Console.WriteLine("Inside Try i = {0}", i.ToString()); Thread.Sleep(500); } catch (Exception e) { //socket.Close(); Console.WriteLine("Receiving error: " + e.ToString()); Console.ReadKey(); //throw; } finally { socket.Close(); //listeningsocket.close(); } } } static private string getLocalIPAddress() { IPHostEntry host; string localIP = ""; host = Dns.GetHostEntry(Dns.GetHostName()); foreach (IPAddress ip in host.AddressList) { if (ip.AddressFamily == AddressFamily.InterNetwork) { localIP = ip.ToString(); break; } } return localIP; } } and the jave android code is private TCPClient mTcpClient; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); final EditText editText = (EditText) findViewById(R.id.edit_message); Button send = (Button)findViewById(R.id.sendbutton); // connect to the server new connectTask().execute(""); send.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View view) { String message = editText.getText().toString(); //sends the message to the server if (mTcpClient != null) { mTcpClient.sendMessage(message); } editText.setText(""); } }); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.main, menu); return true; } public class connectTask extends AsyncTask<String,String,TCPClient> { @Override protected TCPClient doInBackground(String... message) { mTcpClient = new TCPClient(new TCPClient.OnMessageReceived() { @Override public void messageReceived(String message) { publishProgress(message); } }); mTcpClient.run(); return null; } @Override protected void onProgressUpdate(String... values) { super.onProgressUpdate(values); } } } when i run the server it gives output of try i=1. can any one tell me what to do next

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Communicating between C# application and Android app via bluetooth

    - by Akki
    The android application acts as a server in this case. I have a main activity which creates a Thread to handle serverSocket and a different thread to handle the socket connection. I am using a uuid common to C# and android. I am using 32feet bluetooth library for C#. The errors i am facing are 1) My logcat shows this debug log Error while doing socket.connect()1 java.io.IOException: File descriptor in bad state Message: File descriptor in bad state Localized Message: File descriptor in bad state Received : Testing Connection Count of Thread is : 1 2) When i try to send something via C# app the second time, this exception is thrown: A first chance exception of type 'System.InvalidOperationException' occurred in System.dll System.InvalidOperationException: BeginConnect cannot be called while another asynchronous operation is in progress on the same Socket. at System.Net.Sockets.Socket.DoBeginConnect(EndPoint endPointSnapshot, SocketAddress socketAddress, LazyAsyncResult asyncResult) at System.Net.Sockets.Socket.BeginConnect(EndPoint remoteEP, AsyncCallback callback, Object state) at InTheHand.Net.Bluetooth.Msft.SocketBluetoothClient.BeginConnect(BluetoothEndPoint remoteEP, AsyncCallback requestCallback, Object state) at InTheHand.Net.Sockets.BluetoothClient.BeginConnect(BluetoothEndPoint remoteEP, AsyncCallback requestCallback, Object state) at InTheHand.Net.Sockets.BluetoothClient.BeginConnect(BluetoothAddress address, Guid service, AsyncCallback requestCallback, Object state) at BTSyncClient.Form1.connect() in c:\users\----\documents\visual studio 2010\Projects\TestClient\TestClient\Form1.cs:line 154 I only know android application programming and i designed the C# by learning bit and pieces. FYI, My android phone is galaxy s with ICS running on it.Please point out my mistakes.. Source codes : C# Code using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; using System.Net.Sockets; using InTheHand.Net.Bluetooth; using InTheHand.Windows.Forms; using InTheHand.Net.Sockets; using InTheHand.Net; namespace BTSyncClient { public partial class Form1 : Form { BluetoothClient myself; BluetoothDeviceInfo bTServerDevice; private Guid uuid = Guid.Parse("00001101-0000-1000-8000-00805F9B34FB"); bool isConnected; public Form1() { InitializeComponent(); if (BluetoothRadio.IsSupported) { myself = new BluetoothClient(); } } private void Form1_Load(object sender, EventArgs e) { } private void button1_Click(object sender, EventArgs e) { connect(); } private void Form1_FormClosing(object sender, FormClosingEventArgs e) { try { myself.GetStream().Close(); myself.Dispose(); } catch (Exception ex) { Console.Out.WriteLine(ex); } } private void button2_Click(object sender, EventArgs e) { SelectBluetoothDeviceDialog dialog = new SelectBluetoothDeviceDialog(); DialogResult result = dialog.ShowDialog(this); if(result.Equals(DialogResult.OK)){ bTServerDevice = dialog.SelectedDevice; } } private void callback(IAsyncResult ar) { String msg = (String)ar.AsyncState; if (ar.IsCompleted) { isConnected = myself.Connected; if (myself.Connected) { UTF8Encoding encoder = new UTF8Encoding(); NetworkStream stream = myself.GetStream(); if (!stream.CanWrite) { MessageBox.Show("Stream is not Writable"); } System.IO.StreamWriter mywriter = new System.IO.StreamWriter(stream, Encoding.UTF8); mywriter.WriteLine(msg); mywriter.Flush(); } else MessageBox.Show("Damn thing isnt connected"); } } private void connect() { try { if (bTServerDevice != null) { myself.BeginConnect(bTServerDevice.DeviceAddress, uuid, new AsyncCallback(callback) , message.Text); } } catch (Exception e) { Console.Out.WriteLine(e); } } } } Server Thread import java.io.IOException; import java.util.UUID; import android.bluetooth.BluetoothAdapter; import android.bluetooth.BluetoothServerSocket; import android.bluetooth.BluetoothSocket; import android.util.Log; public class ServerSocketThread extends Thread { private static final String TAG = "TestApp"; private BluetoothAdapter btAdapter; private BluetoothServerSocket serverSocket; private boolean stopMe; private static final UUID uuid = UUID.fromString("00001101-0000-1000-8000-00805F9B34FB"); //private static final UUID uuid = UUID.fromString("6e58c9d5-b0b6-4009-ad9b-fd9481aef9b3"); private static final String SERVICE_NAME = "TestService"; public ServerSocketThread() { stopMe = false; btAdapter = BluetoothAdapter.getDefaultAdapter(); try { serverSocket = btAdapter.listenUsingRfcommWithServiceRecord(SERVICE_NAME, uuid); } catch (IOException e) { Log.d(TAG,e.toString()); } } public void signalStop(){ stopMe = true; } public void run(){ Log.d(TAG,"In ServerThread"); BluetoothSocket socket = null; while(!stopMe){ try { socket = serverSocket.accept(); } catch (IOException e) { break; } if(socket != null){ AcceptThread newClientConnection = new AcceptThread(socket); newClientConnection.start(); } } Log.d(TAG,"Server Thread now dead"); } // Will cancel the listening socket and cause the thread to finish public void cancel(){ try { serverSocket.close(); } catch (IOException e) { } } } Accept Thread import java.io.IOException; import java.io.InputStream; import java.util.Scanner; import android.bluetooth.BluetoothSocket; import android.util.Log; public class AcceptThread extends Thread { private BluetoothSocket socket; private String TAG = "TestApp"; static int count = 0; public AcceptThread(BluetoothSocket Socket) { socket = Socket; } volatile boolean isError; String output; String error; public void run() { Log.d(TAG, "AcceptThread Started"); isError = false; try { socket.connect(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.connect()"+ ++count); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } InputStream in = null; try { in = socket.getInputStream(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.getInputStream()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } Scanner istream = new Scanner(in); if (istream.hasNextLine()) { Log.d(TAG, "Received : "+istream.nextLine()); Log.d(TAG,"Count of Thread is : " + count); } istream.close(); try { in.close(); } catch (IOException e) { Log.d(TAG,"Error while doing in.close()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } try { socket.close(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.close()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } } }

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Why is my WPF splash screen progress bar out of sync with the execution of the startup steps?

    - by denny_ch
    Hello, I've implemented a simple WPF splash screen window which informs the user about the progress of the application startup. The startup steps are defined this way: var bootSequence = new[] { new {Do = (Action) InitLogging, Message = "Init logging..."}, new {Do = (Action) InitNHibernate, Message = "Init NHibernate..."}, new {Do = (Action) SetupUnityContainer, Message = "Init Unity..."}, new {Do = (Action) UserLogOn, Message = "Logon..."}, new {Do = (Action) PrefetchData, Message = "Caching..."}, }; InitLogging etc. are methods defined elsewhere, which performs some time consuming tasks. The boot sequence gets executed this way: foreach (var step in bootSequence) { _status.Update(step.Message); step.Do(); } _status denotes an instance of my XAML splash screen window containing a progress bar and a label for status information. Its Update() method is defined as follows: public void Update(string status) { int value = ++_updateSteps; Update(status, value); } private void Update(string status, int value) { var dispatcherOperation = Dispatcher.BeginInvoke( DispatcherPriority.Background, (ThreadStart) delegate { lblStatus.Content = status; progressBar.Value = value; }); dispatcherOperation.Wait(); } In the main this works, the steps get executed and the splash screen shows the progress. But I observed that the splash screen for some reasons doesn't update its content for all steps. This is the reason I called the Dispatcher async and wait for its completion. But even this didn't help. Has anyone else experienced this or some similar behaviour and has some advice how to keep the splash screen's update in sync with the execution of the boot sequence steps? I know that the users will unlikely notice this behaviour, since the splash screen is doing something and the application starts after booting is completed. But myself isn't sleeping well, because I don't know why it is not working as expected... Thx for your help, Denny

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  • Writing an efficient cron job script utilizing Zend_Mail_Storage_Imap.

    - by fireeyedboy
    I'm new to the IMAP protocol and Zend_Mail_Storage and I'm writing a small php script for a cron job that should regularly poll an IMAP account and check for new messages, and send an e-mail if new messages have arrived. As you can imagine, I want to only poll the IMAP account for relevant messages, and I only want to send a new e-mail if new messages have arrived since the last polled new message. So I thought of keeping track of the last message I polled with some unique identifier for a message. But I'm a bit uncertain about whether the methods I want to utilize for this do what I expect them to do though. So my questions are: Does the iterator position of Zend_Mail_Storage_Imap actually resemble some IMAP unique identifier for messages, or is it simply only and internal position of Zend_Mail_Storage_Abstract? For instance, if I tell it to seek() to message 5 (which I stored from an earlier session) will it indeed seek to the appropriate message on the IMAP server, even if for instance messages have been deleted since last session? Would keeping track of this latest polled message id in a file suffice for a cron job that, say, polls the account every 5 or 10 minutes? Or is this too naive, and should I be using a database for instance. Or is there maybe a much easier way to keep track of such state with Zend_Mail_Storage_Abstract? Also, do I need to poll every IMAP folder? Or is everything accumulated when I poll INBOX? If you could shed some light on any of these matters, I'ld appreciate it. Thanks in advance.

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  • Geolocation Firefox accurate than iPhone Safari?

    - by johnz
    I just tested Geolocation on Firefox 3.6 and iPhone Safari (os 3.1.3), the result is interesting, firefox is more accurate than safari. any one got idea how to make iPhone Safari result more accurate. this is the code for testing: navigator.geolocation.getCurrentPosition(handler, {enableHighAccuracy: true}); function handler(location) { var message = document.getElementById("message"); message.innerHTML = "<img src='http://maps.google.com/staticmap?sensor=true&center=" + location.coords.latitude + "," + location.coords.longitude + "&size=300x300&maptype=street&zoom=16&key=ABQIAAAAZrVtlT2df2pkfI_RZB_6WBRWTAkRKJS7h1XjKaOTqACHuw1n0BT5cATkkKFnZNGHmrwUw9IilQK0Eg' />"; message.innerHTML+="<p>Longitude: " + location.coords.longitude + "</p>"; message.innerHTML+="<p>Latitude: " + location.coords.latitude + "</p>"; message.innerHTML += "<p>Accuracy: " + location.coords.accuracy + "</p>"; // call the function with my current lat/lon getPlaceFromFlickr(location.coords.latitude, location.coords.longitude, 'output'); } . . test from here

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  • jquery insertAfter or append question

    - by user271619
    I am playing around with validating form inputs. For now I'm simply having fun with displaying a message after the input. I'm using the after() method to display simple text, and when I purposely make a mistake in the box I display the message perfectly. However, if I purposely make a mistake again, it immediately adds the same message after the first error message. Is there a method that replaces the original? I didn't want to try to add some more code to look for that original error message, delete it, and then insert the same message again. I will if I have to, but I thought I'd ask first. Here's my code: <script language="javascript" type="text/javascript"> $(document).ready(function(){ $("form#testform").submit(function(){ if($("#fieldname1").val().length < 5){ $("#fieldone").after("<div>not enough characters</div>"); } });return false; }); </script> <form id="testform" method="post"> <table> <tr> <td style="width:100px;">Field One:</td> <td><input type="text" name="fieldname1" id="fieldname1" /></td> </tr> <tr> <td>&nbsp;</td> <td><input type="submit" name="Submit" value="Submit" /></td> </tr> </table> </form>

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  • Qt Object Linker Problem " undefined reverence to vtable"

    - by Thomas
    This is my header: #ifndef BARELYSOCKET_H #define BARELYSOCKET_H #include <QObject> //! The First Draw of the BarelySocket! class BarelySocket: public QObject { Q_OBJECT public: BarelySocket(); public slots: void sendMessage(Message aMessage); signals: void reciveMessage(Message aMessage); private: // QVector<Message> reciveMessages; }; #endif // BARELYSOCKET_H This is my class: #include <QTGui> #include <QObject> #include "type.h" #include "client.h" #include "server.h" #include "barelysocket.h" BarelySocket::BarelySocket() { //this->reciveMessages.clear(); qDebug("BarelySocket::BarelySocket()"); } void BarelySocket::sendMessage(Message aMessage) { } void BarelySocket::reciveMessage(Message aMessage) { } I get the Linker Problem : undefined reference to 'vtable for barelySocket' This should mean, i have a virtual Function not implemented. But as you can see, there is non. I comment the vector cause that should solve the Problem, but i does not. The Message is a complex struct, but even converting it to int did not solve it. I searched Mr G but he could not help me. Thank you for your support, Thomas

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  • Cannot login with PhpMyAdmin on Mac os x 10.6. Does anyone know a fix to this error message?

    - by Jannis
    Hi, I just reinstalled Mac Os X 10.6.2 and had to reinstall/update my MySQL server. I run phpMyAdmin inside my localhost and I used to be able to login without a hitch. Since the updated (latest version MySQL 5.1.45 & PMA 3.3.1) versions I only get the following error when trying to login with phpMyAdmin: phpMyAdmin - Error Cannot start session without errors, please check errors given in your PHP and/or webserver log file and configure your PHP installation properly. The only thing I noticed is that mcrypt cannot be loaded (this has always been the case, no idea what to do to install this..) but this has never been a problem before. If anyone know what to do here that would be really appreciated. Thanks for reading, Jannis PS: The MySQL server itself is running and I am able to login with as root user via the MySQL Administrator.app

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  • Programatically send SMS to email using Verizon Motorola Droid on Android

    - by Dave
    Hi, I was wondering if anyone knew the proper way to send an SMS message to an e-mail address using Verizon's CDMA Motorola Droid phone. The internal messaging application appears to automagically do this. While 3rd party applications like SMSPopup don't seem to be able to properly reply to e-mail addresses unless you compose the message inside the messaging application. When the internal messaging application sends a SMS message there's a corresponding 'RIL_REQUEST_CDMA_SEND_SMS' entry in the logcat (adb logcat -b radio). When you send a SMS to an e-mail address it prints the same thing, so behind the scenes it looks as though it is sending an sms. The interesting thing is that if you look at the content provider sent box the messages are addressed to various 1270XX-XXX-XXXX numbers. On other services you can send e-mail addresses by sending a SMS to a predefined short sms number. And then formatting your SMS as emailaddress subject message i.e. http://en.wikipedia.org/wiki/SMS_gateway#Carrier-Provided_SMS_to_E-Mail_Gateways For example, using T-mobile's number (500) you can send a SMS to an e-mail using the following: SmsManager smsMgr = SmsManager.getDefault(); smsMgr.sendTextMessage("500", null, "[email protected] message sent to an e-mail address from a SMS", null, null); Does anyone know if It is possible to programatically send SMS to email messages from a CDMA Android phone? Does Verizon actually send your replies as SMS messages or are they actually sent as MMS or normal http email messages? Any ideas about how to intercept what the raw message being sent to see what's going on? It might be possible that Verizon somehow generates a fake number temporarily tied to an e-mail address (since repeated messages are not sent to the same number). But, that seems pretty heavy handed. Thanks!

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  • xp_smtp_sendmail blank space added to html randomly

    - by Igor Timofeyev
    I have a proc where I generate small html doc with a link and send it out via xp_smtp_sendmail proc. Link is generated based on query results and is long. This works in most cases. However, sometimes the link gets broken due to spaces being inserted into querystring variable names, i.e. &Na me=John. This might vary between email clients(same link works in Gmail, but might not work in comcast due to spaces. The space seems to be randomly inserted, so in each broken email link space might break other querystring variables. When I do PRINT from proc the link is clean, no spaces. Here's my sample of the mail proc being executed within main proc(that gets query results and generates html for @Message). The space seems to be inserted regardless of whether I encode the url or not. Thank you in advance for your help. I can send a cleaner version of the code if it's not displayed properly here. ....query results above SET @Message = NULL SET @Message = @Message + + '<br/>Dear ' + @FirstName + ' ' + @LastName + ',' + '<br/><br/>Recently you took "' + @Title + '". ' + 'In response to the question "What is it?" ' + 'you responded "' + @Response + '".' + '<br/><br/>Following up on previous mailing' + '<br/><br/>Please click on the link below' + '<br/><br/><a href="' + @Link + '">Please click here</a>' + '<br/><br/>plain text' + '<br/><br/>plain text,' + '<br/><br/>plain text<br/> plain text<br/> plain text<br/> plain text<br/> plain text<br/> plain text EXEC @rc = master.dbo.xp_smtp_sendmail @FROM = '[email protected]', @FROM_NAME = 'Any User', @TO = @Email, @priority = N'NORMAL', @subject = N'My email', @message = @Message, @messagefile = N'', @type = N'text/html', @attachment = N'', @attachments = N'', @codepage = 0, @server = 'smtp.server.any'

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  • jQuery Validation Plugin: Invoke errorPlacement function when onfocusout, keyup and click

    - by th3hamburgler
    Hi, I am using the jquery validation plugin and want to use the errorPlacement function to add error messages to the fields title attribute and display just a ? next to the field. This works great when the form is submitted with the submit button but when any of the following events are triggered: - onfocusout - click - onkeyup The validation checks are run but it skips the errorPlacement function and adds the full error message after the field, like the default behaviour. I am using the following code: $("#send-mail").validate({ debug: true, // set this class to error-labels to indicate valid fields success: function(label) { // set text as tick label.html("&#10004;").addClass("valid"); }, // the errorPlacement has to take the table layout into account errorPlacement: function(error, element) { console.log("errorPlacement called for "+element.attr("name")+" field"); // check for blank/success error if(error.text() == "") { // remove field title/error message from element element.attr("title", ""); console.log("error check passed"); } else { // get error message var message = error.text(); // set as element title element.attr("title", message); // clear error html and add cross glyph error.html("&#10008;"); console.log("error check failed: "+message); } // add error label after form element error.insertAfter(element); }, ignoreTitle: true, errorClass: "invalid" });

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  • Error message from running a test file in ruby? What wrong? Please help!

    - by hamdoggy
    C:\Users\rahul\Documents\University of California, Santa Barbara\scheduler\sbsch eduler\gold_apiruby access_gold_test.rb C:/Ruby/lib/ruby/gems/1.8/gems/test-unit-2.0.0/lib/test/unit/testresult.rb:28: u ninitialized constant Test::Unit::TestResult::TestResultFailureSupport (NameErro r) from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in ge m_original_require' from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:inre quire' from C:/Ruby/lib/ruby/gems/1.8/gems/test-unit-2.0.0/lib/test/unit/ui/tes trunnermediator.rb:9 from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in ge m_original_require' from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:inre quire' from C:/Ruby/lib/ruby/gems/1.8/gems/test-unit-2.0.0/lib/test/unit/ui/con sole/testrunner.rb:9 from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in ge m_original_require' from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:inre quire' from C:/Ruby/lib/ruby/1.8/test/unit/autorunner.rb:25 from C:/Ruby/lib/ruby/1.8/test/unit/autorunner.rb:214:in []' from C:/Ruby/lib/ruby/1.8/test/unit/autorunner.rb:214:inrun' from C:/Ruby/lib/ruby/1.8/test/unit/autorunner.rb:12:in `run' from C:/Ruby/lib/ruby/1.8/test/unit.rb:278 from access_gold_test.rb:34

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  • A generic error in GDI+ with ToolStrip in ManagerRenderMode

    - by volody
    I have a vb.net form with ToolStrip menu RenderMode - ManagerRenderMode LayoutStyle - HorizontalStackWithOverflow My development environment is .net 4.0, VS2010, windows 7 x64; but occasionally I am getting next error A generic error occurred in GDI+. Stacktrace: at System.Drawing.Graphics.CheckErrorStatus(Int32 status) at System.Drawing.Graphics.FillRectangle(Brush brush, Int32 x, Int32 y, Int32 width, Int32 height) at System.Drawing.Graphics.FillRectangle(Brush brush, Rectangle rect) at System.Windows.Forms.ToolStripProfessionalRenderer.FillWithDoubleGradient(Color beginColor, Color middleColor, Color endColor, Graphics g, Rectangle bounds, Int32 firstGradientWidth, Int32 secondGradientWidth, LinearGradientMode mode, Boolean flipHorizontal) at System.Windows.Forms.ToolStripProfessionalRenderer.RenderToolStripBackgroundInternal(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStripProfessionalRenderer.OnRenderToolStripBackground(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStripRenderer.DrawToolStripBackground(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStrip.OnPaintBackground(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

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  • Writing String to Stream and reading it back does not work

    - by Binary255
    I want to write a String to a Stream (a MemoryStream in this case) and read the bytes one by one. stringAsStream = new MemoryStream(); UnicodeEncoding uniEncoding = new UnicodeEncoding(); String message = "Message"; stringAsStream.Write(uniEncoding.GetBytes(message), 0, message.Length); Console.WriteLine("This:\t\t" + (char)uniEncoding.GetBytes(message)[0]); Console.WriteLine("Differs from:\t" + (char)stringAsStream.ReadByte()); The (undesired) result I get is: This: M Differs from: ? It looks like it's not being read correctly, as the first char of "Message" is 'M', which works when getting the bytes from the UnicodeEncoding instance but not when reading them back from the stream. What am I doing wrong? The bigger picture: I have an algorithm which will work on the bytes of a Stream, I'd like to be as general as possible and work with any Stream. I'd like to convert an ASCII-String into a MemoryStream, or maybe use another method to be able to work on the String as a Stream. The algorithm in question will work on the bytes of the Stream.

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  • Class; Struct; Enum confusion, what is better?

    - by Angel Brighteyes
    I have 46 rows of information, 2 columns each row ("Code Number", "Description"). These codes are returned to the client dependent upon the success or failure of their initial submission request. I do not want to use a database file (csv, sqlite, etc) for the storage/access. The closest type that I can think of for how I want these codes to be shown to the client is the exception class. Correct me if I'm wrong, but from what I can tell enums do not allow strings, though this sort of structure seemed the better option initially based on how it works (e.g. 100 = "missing name in request"). Thinking about it, creating a class might be the best modus operandi. However I would appreciate more experienced advice or direction and input from those who might have been in a similar situation. Currently this is what I have: class ReturnCode { private int _code; private string _message; public ReturnCode(int code) { Code = code; } public int Code { get { return _code; } set { _code = value; _message = RetrieveMessage(value); } } public string Message { get { return _message; } } private string RetrieveMessage(int value) { string message; switch (value) { case 100: message = "Request completed successfuly"; break; case 201: message = "Missing name in request."; break; default: message = "Unexpected failure, please email for support"; break; } return message; } }

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  • Efficient cron job utilizing Zend_Mail_Storage_Imap.

    - by fireeyedboy
    I'm new to the IMAP protocol and Zend_Mail_Storage and I'm writing a small php script for a cron job that should regularly poll an IMAP account and check for new messages, and send an e-mail if new messages have arrived. As you can imagine, I want to only poll the IMAP account for relevant messages, and I only want to send a new e-mail if new messages have arrived since the last polled new message. So I thought of keeping track of the last message I polled with some unique identifier for a message. But I'm a bit uncertain about whether the methods I want to utilize for this do what I expect them to do though. So my questions are: Does the iterator position of Zend_Mail_Storage_Imap actually resemble some IMAP unique identifier for messages, or is it simply only and internal position of Zend_Mail_Storage_Abstract? For instance, if I tell it to seek() to message 5 (which I stored from an earlier session) will it indeed seek to the appropriate message on the IMAP server, even if for instance messages have been deleted since last session? Would keeping track of this latest polled message id in a file suffice for a cron job that, say, polls the account every 5 or 10 minutes? Or is this too naive, and should I be using a database for instance. Or is there maybe a much easier way to keep track of such state with Zend_Mail_Storage_Abstract? Also, do I need to poll every IMAP folder? Or is everything accumulated when I poll INBOX? If you could shed some light on any of these matters, I'ld appreciate it. Thanks in advance.

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