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  • Heads-Up! VeriSign Code Signing (Microsoft Authenticode) Certificates $99.00

    - by Edward Boyle
    Recently I posted an article about my Code Signing certificate from GoDaddy. I went with GoDaddy because it is an accepted certificate that should bring no problems; I would have preferred a VeriSign certificate but could not justify the extra $400.00 for the brand considering it truly was not required to meet my needs. I have been around since the day where VeriSign was really the only certificate (SSL) you could get unless you went with the then rogue South African company Thawte, since acquired by VeriSign. Today, I feel out of the loop – very out of the loop. I went to check into Windows Logo requirements, this leads me to this page, that then leads me to this page where I click on the “Digital Certificate’s” Link that leads to this page: So just a heads-up, $99.00 Code Signing Certificate from VeriSign!

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  • ASP.NET MVC: Simple view to display contents of DataTable

    - by DigiMortal
    In one of my current projects I have to show reports based on SQL Server views. My code should be not aware of data it shows. It just asks data from view and displays it user. As WebGrid didn’t seem to work with DataTable (at least with no hocus-pocus) I wrote my own very simple view that shows contents of DataTable. I don’t focus right now on data querying questions as this part of my simple generic reporting stuff is still under construction. If the final result is something good enough to share with wider audience I will blog about it for sure. My view uses DataTable as model. It iterates through columns collection to get column names and then iterates through rows and writes out values of all columns. Nothing special, just simple generic view for DataTable. @model System.Data.DataTable @using System.Data; <h2>Report</h2> <table>     <thead>     <tr>     @foreach (DataColumn col in Model.Columns)         {                  <th>@col.ColumnName</th>     }         </tr>     </thead>             <tbody>     @foreach (DataRow row in Model.Rows)         {                 <tr>         @foreach (DataColumn col in Model.Columns)                 {                          <td>@row[col.ColumnName]</td>         }                 </tr>     }         </tbody> </table> In my controller action I have code like this. GetParams() is simple function that reads parameter values from form. This part of my simple reporting system is still under construction but as you can see it will be easy to use for UI developers. public ActionResult TasksByProjectReport() {      var data = _reportService.GetReportData("MEMOS",GetParams());      return View(data); } Before seeing next silver bullet in this example please calm down. It is just plain and simple stuff for simple needs. If you need advanced and powerful reporting system then better use existing components by some vendor.

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  • C# Multiple Property Sort

    - by Ben Griswold
    As you can see in the snippet below, sorting is easy with Linq.  Simply provide your OrderBy criteria and you’re done.  If you want a secondary sort field, add a ThenBy expression to the chain.  Want a third level sort?  Just add ThenBy along with another sort expression. var projects = new List<Project>     {         new Project {Description = "A", ProjectStatusTypeId = 1},         new Project {Description = "B", ProjectStatusTypeId = 3},         new Project {Description = "C", ProjectStatusTypeId = 3},         new Project {Description = "C", ProjectStatusTypeId = 2},         new Project {Description = "E", ProjectStatusTypeId = 1},         new Project {Description = "A", ProjectStatusTypeId = 2},         new Project {Description = "C", ProjectStatusTypeId = 4},         new Project {Description = "A", ProjectStatusTypeId = 3}     };   projects = projects     .OrderBy(x => x.Description)     .ThenBy(x => x.ProjectStatusTypeId)     .ToList();   foreach (var project in projects) {     Console.Out.WriteLine("{0} {1}", project.Description,         project.ProjectStatusTypeId); } Linq offers a great sort solution most of the time, but what if you want or need to do it the old fashioned way? projects.Sort ((x, y) =>         Comparer<String>.Default             .Compare(x.Description, y.Description) != 0 ?         Comparer<String>.Default             .Compare(x.Description, y.Description) :         Comparer<Int32>.Default             .Compare(x.ProjectStatusTypeId, y.ProjectStatusTypeId));   foreach (var project in projects) {     Console.Out.WriteLine("{0} {1}", project.Description,         project.ProjectStatusTypeId); } It’s not that bad, right? Just for fun, let add some additional logic to our sort.  Let’s say we wanted our secondary sort to be based on the name associated with the ProjectStatusTypeId.  projects.Sort((x, y) =>        Comparer<String>.Default             .Compare(x.Description, y.Description) != 0 ?        Comparer<String>.Default             .Compare(x.Description, y.Description) :        Comparer<String>.Default             .Compare(GetProjectStatusTypeName(x.ProjectStatusTypeId),                 GetProjectStatusTypeName(y.ProjectStatusTypeId)));   foreach (var project in projects) {     Console.Out.WriteLine("{0} {1}", project.Description,         GetProjectStatusTypeName(project.ProjectStatusTypeId)); } The comparer will now consider the result of the GetProjectStatusTypeName and order the list accordingly.  Of course, you can take this same approach with Linq as well.

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • A Simple Approach For Presenting With Code Samples

    - by Jesse Taber
    Originally posted on: http://geekswithblogs.net/GruffCode/archive/2013/07/31/a-simple-approach-for-presenting-with-code-samples.aspxI’ve been getting ready for a presentation and have been struggling a bit with the best way to show and execute code samples. I don’t present often (hardly ever), but when I do I like the presentation to have a lot of succinct and executable code snippets to help illustrate the points that I’m making. Depending on what the presentation is about, I might just want to build an entire sample application that I would run during the presentation. In other cases, however, building a full-blown application might not really be the best way to present the code. The presentation I’m working on now is for an open source utility library for dealing with dates and times. I could have probably cooked up a sample app for accepting date and time input and then contrived ways in which it could put the library through its paces, but I had trouble coming up with one app that would illustrate all of the various features of the library that I wanted to highlight. I finally decided that what I really needed was an approach that met the following criteria: Simple: I didn’t want the user interface or overall architecture of a sample application to serve as a distraction from the demonstration of the syntax of the library that the presentation is about. I want to be able to present small bits of code that are focused on accomplishing a single task. Several of these examples will look similar, and that’s OK. I want each sample to “stand on its own” and not rely much on external classes or methods (other than the library that is being presented, of course). “Debuggable” (not really a word, I know): I want to be able to easily run the sample with the debugger attached in Visual Studio should I want to step through any bits of code and show what certain values might be at run time. As far as I know this rules out something like LinqPad, though using LinqPad to present code samples like this is actually a very interesting idea that I might explore another time. Flexible and Selectable: I’m going to have lots of code samples to show, and I want to be able to just package them all up into a single project or module and have an easy way to just run the sample that I want on-demand. Since I’m presenting on a .NET framework library, one of the simplest ways in which I could execute some code samples would be to just create a Console application and use Console.WriteLine to output the pertinent info at run time. This gives me a “no frills” harness from which to run my code samples, and I just hit ‘F5’ to run it with the debugger. This satisfies numbers 1 and 2 from my list of criteria above, but item 3 is a little harder. By default, just running a console application is going to execute the ‘main’ method, and then terminate the program after all code is executed. If I want to have several different code samples and run them one at a time, it would be cumbersome to keep swapping the code I want in and out of the ‘main’ method of the console application. What I really want is an easy way to keep the console app running throughout the whole presentation and just have it run the samples I want when I want. I could setup a simple Windows Forms or WPF desktop application with buttons for the different samples, but then I’m getting away from my first criteria of keeping things as simple as possible. Infinite Loops To The Rescue I found a way to have a simple console application satisfy all three of my requirements above, and it involves using an infinite loop and some Console.ReadLine calls that will give the user an opportunity to break out and exit the program. (All programs that need to run until they are closed explicitly (or crash!) likely use similar constructs behind the scenes. Create a new Windows Forms project, look in the ‘Program.cs’ that gets generated, and then check out the docs for the Application.Run method that it calls.). Here’s how the main method might look: 1: static void Main(string[] args) 2: { 3: do 4: { 5: Console.Write("Enter command or 'exit' to quit: > "); 6: var command = Console.ReadLine(); 7: if ((command ?? string.Empty).Equals("exit", StringComparison.OrdinalIgnoreCase)) 8: { 9: Console.WriteLine("Quitting."); 10: break; 11: } 12: 13: } while (true); 14: } The idea here is the app prompts me for the command I want to run, or I can type in ‘exit’ to break out of the loop and let the application close. The only trick now is to create a set of commands that map to each of the code samples that I’m going to want to run. Each sample is already encapsulated in a single public method in a separate class, so I could just write a big switch statement or create a hashtable/dictionary that maps command text to an Action that will invoke the proper method, but why re-invent the wheel? CLAP For Your Own Presentation I’ve blogged about the CLAP library before, and it turns out that it’s a great fit for satisfying criteria #3 from my list above. CLAP lets you decorate methods in a class with an attribute and then easily invoke those methods from within a console application. CLAP was designed to take the arguments passed into the console app from the command line and parse them to determine which method to run and what arguments to pass to that method, but there’s no reason you can’t re-purpose it to accept command input from within the infinite loop defined above and invoke the corresponding method. Here’s how you might define a couple of different methods to contain two different code samples that you want to run during your presentation: 1: public static class CodeSamples 2: { 3: [Verb(Aliases="one")] 4: public static void SampleOne() 5: { 6: Console.WriteLine("This is sample 1"); 7: } 8:   9: [Verb(Aliases="two")] 10: public static void SampleTwo() 11: { 12: Console.WriteLine("This is sample 2"); 13: } 14: } A couple of things to note about the sample above: I’m using static methods. You don’t actually need to use static methods with CLAP, but the syntax ends up being a bit simpler and static methods happen to lend themselves well to the “one self-contained method per code sample” approach that I want to use. The methods are decorated with a ‘Verb’ attribute. This tells CLAP that they are eligible targets for commands. The “Aliases” argument lets me give them short and easy-to-remember aliases that can be used to invoke them. By default, CLAP just uses the full method name as the command name, but with aliases you can simply the usage a bit. I’m not using any parameters. CLAP’s main feature is its ability to parse out arguments from a command line invocation of a console application and automatically pass them in as parameters to the target methods. My code samples don’t need parameters ,and honestly having them would complicate giving the presentation, so this is a good thing. You could use this same approach to invoke methods with parameters, but you’d have a couple of things to figure out. When you invoke a .NET application from the command line, Windows will parse the arguments and pass them in as a string array (called ‘args’ in the boilerplate console project Program.cs). The parsing that gets done here is smart enough to deal with things like treating strings in double quotes as one argument, and you’d have to re-create that within your infinite loop if you wanted to use parameters. I plan on either submitting a pull request to CLAP to add this capability or maybe just making a small utility class/extension method to do it and posting that here in the future. So I now have a simple class with static methods to contain my code samples, and an infinite loop in my ‘main’ method that can accept text commands. Wiring this all up together is pretty easy: 1: static void Main(string[] args) 2: { 3: do 4: { 5: try 6: { 7: Console.Write("Enter command or 'exit' to quit: > "); 8: var command = Console.ReadLine(); 9: if ((command ?? string.Empty).Equals("exit", StringComparison.OrdinalIgnoreCase)) 10: { 11: Console.WriteLine("Quitting."); 12: break; 13: } 14:   15: Parser.Run<CodeSamples>(new[] { command }); 16: Console.WriteLine("---------------------------------------------------------"); 17: } 18: catch (Exception ex) 19: { 20: Console.Error.WriteLine("Error: " + ex.Message); 21: } 22:   23: } while (true); 24: } Note that I’m now passing the ‘CodeSamples’ class into the CLAP ‘Parser.Run’ as a type argument. This tells CLAP to inspect that class for methods that might be able to handle the commands passed in. I’m also throwing in a little “----“ style line separator and some basic error handling (because I happen to know that some of the samples are going to throw exceptions for demonstration purposes) and I’m good to go. Now during my presentation I can just have the console application running the whole time with the debugger attached and just type in the alias of the code sample method that I want to run when I want to run it.

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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • Compound assignment operators in Python's Numpy library

    - by Leonard
    The "vectorizing" of fancy indexing by Python's numpy library sometimes gives unexpected results. For example: import numpy a = numpy.zeros((1000,4), dtype='uint32') b = numpy.zeros((1000,4), dtype='uint32') i = numpy.random.random_integers(0,999,1000) j = numpy.random.random_integers(0,3,1000) a[i,j] += 1 for k in xrange(1000): b[i[k],j[k]] += 1 Gives different results in the arrays 'a' and 'b' (i.e. the appearance of tuple (i,j) appears as 1 in 'a' regardless of repeats, whereas repeats are counted in 'b'). This is easily verified as follows: numpy.sum(a) 883 numpy.sum(b) 1000 It is also notable that the fancy indexing version is almost two orders of magnitude faster than the for loop. My question is: "Is there an efficient way for numpy to compute the repeat counts as implemented using the for loop in the provided example?"

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  • Game Maker Studio Gravity Problems

    - by Dusty
    I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in StarSystem.ActiveItems.OfType<GravItem>()) { if (this != Item) { Velocity += (10 * Vector2.Normalize(Item.Position - this.Position * (this.Mass * Item.Mass) / (Vector2.DistanceSquared(this.Position, Item.Position)) / (this.Mass)); } } Simple and works well, things or bit and everything is nice. but in Game maker i don't have the luxury of Vector2's or a For-each loop to loop threw all the objects that have a mass. I've tried a few different things but nothing seems to work distance = distance_to_object(obj_moon); //--Gravity hspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) vspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) thanks for the help

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  • How to Quickly Add Multiple IP Addresses to Windows Servers

    - by Sysadmin Geek
    If you have ever added multiple IP addresses to a single Windows server, going through the graphical interface is an incredible pain as each IP must be added manually, each in a new dialog box. Here’s a simple solution. Needless to say, this can be incredibly monotonous and time consuming if you are adding more than a few IP addresses. Thankfully, there is a much easier way which allows you to add an entire subnet (or more) in seconds. Adding an IP Address from the Command Line Windows includes the “netsh” command which allows you to configure just about any aspect of your network connections. If you view the accepted parameters using “netsh /?” you will be presented with a list of commands each which have their own list of commands (and so on). For the purpose of adding IP addresses, we are interested in this string of parameters: netsh interface ipv4 add address Note: For Windows Server 2003/XP and earlier, “ipv4″ should be replaced with just “ip” in the netsh command. If you view the help information, you can see the full list of accepted parameters but for the most part what you will be interested in is something like this: netsh interface ipv4 add address “Local Area Connection” 192.168.1.2 255.255.255.0 The above command adds the IP Address 192.168.1.2 (with Subnet Mask 255.255.255.0) to the connection titled “Local Area Network”. Adding Multiple IP Addresses at Once When we accompany a netsh command with the FOR /L loop, we can quickly add multiple IP addresses. The syntax for the FOR /L loop looks like this: FOR /L %variable IN (start,step,end) DO command So we could easily add every IP address from an entire subnet using this command: FOR /L %A IN (0,1,255) DO netsh interface ipv4 add address “Local Area Connection” 192.168.1.%A 255.255.255.0 This command takes about 20 seconds to run, where adding the same number of IP addresses manually would take significantly longer. A Quick Demonstration Here is the initial configuration on our network adapter: ipconfig /all Now run netsh from within a FOR /L loop to add IP’s 192.168.1.10-20 to this adapter: FOR /L %A IN (10,1,20) DO netsh interface ipv4 add address “Local Area Connection” 192.168.1.%A 255.255.255.0 After the above command is run, viewing the IP Configuration of the adapter now shows: Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop Bring Summer Back to Your Desktop with the LandscapeTheme for Chrome and Iron The Prospector – Home Dash Extension Creates a Whole New Browsing Experience in Firefox KinEmote Links Kinect to Windows Why Nobody Reads Web Site Privacy Policies [Infographic] Asian Temple in the Snow Wallpaper 10 Weird Gaming Records from the Guinness Book

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • How to create a PeopleCode Application Package/Application Class using PeopleTools Tables

    - by Andreea Vaduva
    This article describes how - in PeopleCode (Release PeopleTools 8.50) - to enable a grid without enabling each static column, using a dynamic Application Class. The goal is to disable the following grid with three columns “Effort Date”, ”Effort Amount” and “Charge Back” , when the Check Box “Finished with task” is selected , without referencing each static column; this PeopleCode could be used dynamically with any grid. If the check box “Finished with task” is cleared, the content of the grid columns is editable (and the buttons “+” and “-“ are available): So, you create an Application Package “CLASS_EXTENSIONS” that contains an Application Class “EWK_ROWSET”. This Application Class is defined with Class extends “ Rowset” and you add two news properties “Enabled” and “Visible”: After creating this Application Class, you use it in two PeopleCode Events : Rowinit and FieldChange : This code is very ‘simple’, you write only one command : ” &ERS2.Enabled = False” → and the entire grid is “Enabled”… and you can use this code with any Grid! So, the complete PeopleCode to create the Application Package is (with explanation in [….]) : ******Package CLASS_EXTENSIONS : [Name of the Package: CLASS_EXTENSIONS] --Beginning of the declaration part------------------------------------------------------------------------------ class EWK_ROWSET extends Rowset; [Definition Class EWK_ROWSET as a subclass of Class Rowset] method EWK_ROWSET(&RS As Rowset); [Constructor is the Method with the same name of the Class] property boolean Visible get set; property boolean Enabled get set; [Definition of the property “Enabled” in read/write] private [Before the word “private”, all the declarations are publics] method SetDisplay(&DisplaySW As boolean, &PropName As string, &ChildSW As boolean); instance boolean &EnSW; instance boolean &VisSW; instance Rowset &NextChildRS; instance Row &NextRow; instance Record &NextRec; instance Field &NextFld; instance integer &RowCnt, &RecCnt, &FldCnt, &ChildRSCnt; instance integer &i, &j, &k; instance CLASS_EXTENSIONS:EWK_ROWSET &ERSChild; [For recursion] Constant &VisibleProperty = "VISIBLE"; Constant &EnabledProperty = "ENABLED"; end-class; --End of the declaration part------------------------------------------------------------------------------ method EWK_ROWSET [The Constructor] /+ &RS as Rowset +/ %Super = &RS; end-method; get Enabled /+ Returns Boolean +/; Return &EnSW; end-get; set Enabled /+ &NewValue as Boolean +/; &EnSW = &NewValue; %This.InsertEnabled=&EnSW; %This.DeleteEnabled=&EnSW; %This.SetDisplay(&EnSW, &EnabledProperty, False); [This method is called when you set this property] end-set; get Visible /+ Returns Boolean +/; Return &VisSW; end-get; set Visible /+ &NewValue as Boolean +/; &VisSW = &NewValue; %This.SetDisplay(&VisSW, &VisibleProperty, False); end-set; method SetDisplay [The most important PeopleCode Method] /+ &DisplaySW as Boolean, +/ /+ &PropName as String, +/ /+ &ChildSW as Boolean +/ [Not used in our example] &RowCnt = %This.ActiveRowCount; &NextRow = %This.GetRow(1); [To know the structure of a line ] &RecCnt = &NextRow.RecordCount; For &i = 1 To &RowCnt [Loop for each Line] &NextRow = %This.GetRow(&i); For &j = 1 To &RecCnt [Loop for each Record] &NextRec = &NextRow.GetRecord(&j); &FldCnt = &NextRec.FieldCount; For &k = 1 To &FldCnt [Loop for each Field/Record] &NextFld = &NextRec.GetField(&k); Evaluate Upper(&PropName) When = &VisibleProperty &NextFld.Visible = &DisplaySW; Break; When = &EnabledProperty; &NextFld.Enabled = &DisplaySW; [Enable each Field/Record] Break; When-Other Error "Invalid display property; Must be either VISIBLE or ENABLED" End-Evaluate; End-For; End-For; If &ChildSW = True Then [If recursion] &ChildRSCnt = &NextRow.ChildCount; For &j = 1 To &ChildRSCnt [Loop for each Rowset child] &NextChildRS = &NextRow.GetRowset(&j); &ERSChild = create CLASS_EXTENSIONS:EWK_ROWSET(&NextChildRS); &ERSChild.SetDisplay(&DisplaySW, &PropName, &ChildSW); [For each Rowset child, call Method SetDisplay with the same parameters used with the Rowset parent] End-For; End-If; End-For; end-method; ******End of the Package CLASS_EXTENSIONS:[Name of the Package: CLASS_EXTENSIONS] About the Author: Pascal Thaler joined Oracle University in 2005 where he is a Senior Instructor. His area of expertise is Oracle Peoplesoft Technology and he delivers the following courses: For Developers: PeopleTools Overview, PeopleTools I &II, Batch Application Engine, Language Oriented Object PeopleCode, Administration Security For Administrators : Server Administration & Installation, Database Upgrade & Data Management Tools For Interface Users: Integration Broker (Web Service)

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  • How to use call web service action in SharePoint2013 workflow

    - by ybbest
    In SharePoint2013, you can use call web service action and loop. In this post, I will show you how to achieve this. 1. Create a List workflow called CallWebService 2. Create a variable called listurl and assign the value to http://sp2010/_vti_bin/listdata.svc 3. Create a dictionary variable called RequestHeaders and add the following key value pairs. 4. Call the web service with the HttpHeaders you just build in the previous step and store the response in the variable ResponseContent. 5. The ResponseContent variable is the Dynamic values (in SharePoint designer it will be called dictionary type) and it is new feature for SharePoint2013 workflow. We can use the following actions to count the number items in the variable. 6. You can use loop in SharePoint 2013 workflow and out each list title as shown below.

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  • C#: Handling Notifications: inheritance, events, or delegates?

    - by James Michael Hare
    Often times as developers we have to design a class where we get notification when certain things happen. In older object-oriented code this would often be implemented by overriding methods -- with events, delegates, and interfaces, however, we have far more elegant options. So, when should you use each of these methods and what are their strengths and weaknesses? Now, for the purposes of this article when I say notification, I'm just talking about ways for a class to let a user know that something has occurred. This can be through any programmatic means such as inheritance, events, delegates, etc. So let's build some context. I'm sitting here thinking about a provider neutral messaging layer for the place I work, and I got to the point where I needed to design the message subscriber which will receive messages from the message bus. Basically, what we want is to be able to create a message listener and have it be called whenever a new message arrives. Now, back before the flood we would have done this via inheritance and an abstract class: 1:  2: // using inheritance - omitting argument null checks and halt logic 3: public abstract class MessageListener 4: { 5: private ISubscriber _subscriber; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber) 11: { 12: _subscriber = subscriber; 13: _messageThread = new Thread(MessageLoop); 14: _messageThread.Start(); 15: } 16:  17: // user will override this to process their messages 18: protected abstract void OnMessageReceived(Message msg); 19:  20: // handle the looping in the thread 21: private void MessageLoop() 22: { 23: while(!_isHalted) 24: { 25: // as long as processing, wait 1 second for message 26: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 27: if(msg != null) 28: { 29: OnMessageReceived(msg); 30: } 31: } 32: } 33: ... 34: } It seems so odd to write this kind of code now. Does it feel odd to you? Maybe it's just because I've gotten so used to delegation that I really don't like the feel of this. To me it is akin to saying that if I want to drive my car I need to derive a new instance of it just to put myself in the driver's seat. And yet, unquestionably, five years ago I would have probably written the code as you see above. To me, inheritance is a flawed approach for notifications due to several reasons: Inheritance is one of the HIGHEST forms of coupling. You can't seal the listener class because it depends on sub-classing to work. Because C# does not allow multiple-inheritance, I've spent my one inheritance implementing this class. Every time you need to listen to a bus, you have to derive a class which leads to lots of trivial sub-classes. The act of consuming a message should be a separate responsibility than the act of listening for a message (SRP). Inheritance is such a strong statement (this IS-A that) that it should only be used in building type hierarchies and not for overriding use-specific behaviors and notifications. Chances are, if a class needs to be inherited to be used, it most likely is not designed as well as it could be in today's modern programming languages. So lets look at the other tools available to us for getting notified instead. Here's a few other choices to consider. Have the listener expose a MessageReceived event. Have the listener accept a new IMessageHandler interface instance. Have the listener accept an Action<Message> delegate. Really, all of these are different forms of delegation. Now, .NET events are a bit heavier than the other types of delegates in terms of run-time execution, but they are a great way to allow others using your class to subscribe to your events: 1: // using event - ommiting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private bool _isHalted = false; 6: private Thread _messageThread; 7:  8: // assign the subscriber and start the messaging loop 9: public MessageListener(ISubscriber subscriber) 10: { 11: _subscriber = subscriber; 12: _messageThread = new Thread(MessageLoop); 13: _messageThread.Start(); 14: } 15:  16: // user will override this to process their messages 17: public event Action<Message> MessageReceived; 18:  19: // handle the looping in the thread 20: private void MessageLoop() 21: { 22: while(!_isHalted) 23: { 24: // as long as processing, wait 1 second for message 25: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 26: if(msg != null && MessageReceived != null) 27: { 28: MessageReceived(msg); 29: } 30: } 31: } 32: } Note, now we can seal the class to avoid changes and the user just needs to provide a message handling method: 1: theListener.MessageReceived += CustomReceiveMethod; However, personally I don't think events hold up as well in this case because events are largely optional. To me, what is the point of a listener if you create one with no event listeners? So in my mind, use events when handling the notification is optional. So how about the delegation via interface? I personally like this method quite a bit. Basically what it does is similar to inheritance method mentioned first, but better because it makes it easy to split the part of the class that doesn't change (the base listener behavior) from the part that does change (the user-specified action after receiving a message). So assuming we had an interface like: 1: public interface IMessageHandler 2: { 3: void OnMessageReceived(Message receivedMessage); 4: } Our listener would look like this: 1: // using delegation via interface - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private IMessageHandler _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler.OnMessageReceived(msg); 28: } 29: } 30: } 31: } And they would call it by creating a class that implements IMessageHandler and pass that instance into the constructor of the listener. I like that this alleviates the issues of inheritance and essentially forces you to provide a handler (as opposed to events) on construction. Well, this is good, but personally I think we could go one step further. While I like this better than events or inheritance, it still forces you to implement a specific method name. What if that name collides? Furthermore if you have lots of these you end up either with large classes inheriting multiple interfaces to implement one method, or lots of small classes. Also, if you had one class that wanted to manage messages from two different subscribers differently, it wouldn't be able to because the interface can't be overloaded. This brings me to using delegates directly. In general, every time I think about creating an interface for something, and if that interface contains only one method, I start thinking a delegate is a better approach. Now, that said delegates don't accomplish everything an interface can. Obviously having the interface allows you to refer to the classes that implement the interface which can be very handy. In this case, though, really all you want is a method to handle the messages. So let's look at a method delegate: 1: // using delegation via delegate - omitting argument null checks and halt logic 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // handle the looping in the thread 19: private void MessageLoop() 20: { 21: while(!_isHalted) 22: { 23: // as long as processing, wait 1 second for message 24: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 25: if(msg != null) 26: { 27: _handler(msg); 28: } 29: } 30: } 31: } Here the MessageListener now takes an Action<Message>.  For those of you unfamiliar with the pre-defined delegate types in .NET, that is a method with the signature: void SomeMethodName(Message). The great thing about delegates is it gives you a lot of power. You could create an anonymous delegate, a lambda, or specify any other method as long as it satisfies the Action<Message> signature. This way, you don't need to define an arbitrary helper class or name the method a specific thing. Incidentally, we could combine both the interface and delegate approach to allow maximum flexibility. Doing this, the user could either pass in a delegate, or specify a delegate interface: 1: // using delegation - give users choice of interface or delegate 2: public sealed class MessageListener 3: { 4: private ISubscriber _subscriber; 5: private Action<Message> _handler; 6: private bool _isHalted = false; 7: private Thread _messageThread; 8:  9: // assign the subscriber and start the messaging loop 10: public MessageListener(ISubscriber subscriber, Action<Message> handler) 11: { 12: _subscriber = subscriber; 13: _handler = handler; 14: _messageThread = new Thread(MessageLoop); 15: _messageThread.Start(); 16: } 17:  18: // passes the interface method as a delegate using method group 19: public MessageListener(ISubscriber subscriber, IMessageHandler handler) 20: : this(subscriber, handler.OnMessageReceived) 21: { 22: } 23:  24: // handle the looping in the thread 25: private void MessageLoop() 26: { 27: while(!_isHalted) 28: { 29: // as long as processing, wait 1 second for message 30: Message msg = _subscriber.Receive(TimeSpan.FromSeconds(1)); 31: if(msg != null) 32: { 33: _handler(msg); 34: } 35: } 36: } 37: } } This is the method I tend to prefer because it allows the user of the class to choose which method works best for them. You may be curious about the actual performance of these different methods. 1: Enter iterations: 2: 1000000 3:  4: Inheritance took 4 ms. 5: Events took 7 ms. 6: Interface delegation took 4 ms. 7: Lambda delegate took 5 ms. Before you get too caught up in the numbers, however, keep in mind that this is performance over over 1,000,000 iterations. Since they are all < 10 ms which boils down to fractions of a micro-second per iteration so really any of them are a fine choice performance wise. As such, I think the choice of what to do really boils down to what you're trying to do. Here's my guidelines: Inheritance should be used only when defining a collection of related types with implementation specific behaviors, it should not be used as a hook for users to add their own functionality. Events should be used when subscription is optional or multi-cast is desired. Interface delegation should be used when you wish to refer to implementing classes by the interface type or if the type requires several methods to be implemented. Delegate method delegation should be used when you only need to provide one method and do not need to refer to implementers by the interface name.

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  • How to use call web service action in SharePoint2013 workflow

    - by ybbest
    In SharePoint2013, you can use call web service action and loop. In this post, I will show you how to achieve this. 1. Create a List workflow called CallWebService 2. Create a variable called listurl and assign the value to http://sp2010/_vti_bin/listdata.svc 3. Create a dictionary variable called RequestHeaders and add the following key value pairs. 4. Call the web service with the HttpHeaders you just build in the previous step and store the response in the variable ResponseContent. 5. The ResponseContent variable is the Dynamic values (in SharePoint designer it will be called dictionary type) and it is new feature for SharePoint2013 workflow. We can use the following actions to count the number items in the variable. 6. You can use loop in SharePoint 2013 workflow and out each list title as shown below.

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  • An Unusual UpdatePanel

    - by João Angelo
    The code you are about to see was mostly to prove a point, to myself, and probably has limited applicability. Nonetheless, in the remote possibility this is useful to someone here it goes… So this is a control that acts like a normal UpdatePanel where all child controls are registered as postback triggers except for a single control specified by the TriggerControlID property. You could basically achieve the same thing by registering all controls as postback triggers in the regular UpdatePanel. However with this, that process is performed automatically. Finally, here is the code: public sealed class SingleAsyncTriggerUpdatePanel : WebControl, INamingContainer { public string TriggerControlID { get; set; } [TemplateInstance(TemplateInstance.Single)] [PersistenceMode(PersistenceMode.InnerProperty)] public ITemplate ContentTemplate { get; set; } public override ControlCollection Controls { get { this.EnsureChildControls(); return base.Controls; } } protected override void CreateChildControls() { if (string.IsNullOrWhiteSpace(this.TriggerControlID)) throw new InvalidOperationException( "The TriggerControlId property must be set."); this.Controls.Clear(); var updatePanel = new UpdatePanel() { ID = string.Concat(this.ID, "InnerUpdatePanel"), ChildrenAsTriggers = false, UpdateMode = UpdatePanelUpdateMode.Conditional, ContentTemplate = this.ContentTemplate }; updatePanel.Triggers.Add(new SingleControlAsyncUpdatePanelTrigger { ControlID = this.TriggerControlID }); this.Controls.Add(updatePanel); } } internal sealed class SingleControlAsyncUpdatePanelTrigger : UpdatePanelControlTrigger { private Control target; private ScriptManager scriptManager; public Control Target { get { if (this.target == null) { this.target = this.FindTargetControl(true); } return this.target; } } public ScriptManager ScriptManager { get { if (this.scriptManager == null) { var page = base.Owner.Page; if (page != null) { this.scriptManager = ScriptManager.GetCurrent(page); } } return this.scriptManager; } } protected override bool HasTriggered() { string asyncPostBackSourceElementID = this.ScriptManager.AsyncPostBackSourceElementID; if (asyncPostBackSourceElementID == this.Target.UniqueID) return true; return asyncPostBackSourceElementID.StartsWith( string.Concat(this.target.UniqueID, "$"), StringComparison.Ordinal); } protected override void Initialize() { base.Initialize(); foreach (Control control in FlattenControlHierarchy(this.Owner.Controls)) { if (control == this.Target) continue; bool isApplicableControl = false; isApplicableControl |= control is INamingContainer; isApplicableControl |= control is IPostBackDataHandler; isApplicableControl |= control is IPostBackEventHandler; if (isApplicableControl) { this.ScriptManager.RegisterPostBackControl(control); } } } private static IEnumerable<Control> FlattenControlHierarchy( ControlCollection collection) { foreach (Control control in collection) { yield return control; if (control.Controls.Count > 0) { foreach (Control child in FlattenControlHierarchy(control.Controls)) { yield return child; } } } } } You can use it like this, meaning that only the B2 button will trigger an async postback: <cc:SingleAsyncTriggerUpdatePanel ID="Test" runat="server" TriggerControlID="B2"> <ContentTemplate> <asp:Button ID="B1" Text="B1" runat="server" OnClick="Button_Click" /> <asp:Button ID="B2" Text="B2" runat="server" OnClick="Button_Click" /> <asp:Button ID="B3" Text="B3" runat="server" OnClick="Button_Click" /> <asp:Label ID="LInner" Text="LInner" runat="server" /> </ContentTemplate> </cc:SingleAsyncTriggerUpdatePanel>

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • How do I add xen kernel boot parameters in grub2?

    - by Matt
    I know that I can add command line parameters to the grub2 command line by editing /etc/default/grub according to this answer How do I add a boot parameter to grub2 in Ubuntu 10.10? However, that would apply to ALL kernels would it not? How do I apply the command line parameters to specific kernels? i.e. only xen. I'm wanting to append something like: xen-pciback.hide=(06:00.0) I'm guessing I need to add it somewhere in the file: /etc/grub.d/20_linux_xen Which contains: #! /bin/sh set -e # grub-mkconfig helper script. # Copyright (C) 2006,2007,2008,2009,2010 Free Software Foundation, Inc. # # GRUB is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # GRUB is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with GRUB. If not, see <http://www.gnu.org/licenses/>. prefix=/usr exec_prefix=${prefix} bindir=${exec_prefix}/bin libdir=${exec_prefix}/lib . ${libdir}/grub/grub-mkconfig_lib export TEXTDOMAIN=grub export TEXTDOMAINDIR=${prefix}/share/locale CLASS="--class gnu-linux --class gnu --class os --class xen" if [ "x${GRUB_DISTRIBUTOR}" = "x" ] ; then OS=GNU/Linux else OS="${GRUB_DISTRIBUTOR} GNU/Linux" CLASS="--class $(echo ${GRUB_DISTRIBUTOR} | tr '[A-Z]' '[a-z]' | cut -d' ' -f1) ${CLASS}" fi # loop-AES arranges things so that /dev/loop/X can be our root device, but # the initrds that Linux uses don't like that. case ${GRUB_DEVICE} in /dev/loop/*|/dev/loop[0-9]) GRUB_DEVICE=`losetup ${GRUB_DEVICE} | sed -e "s/^[^(]*(\([^)]\+\)).*/\1/"` # We can't cope with devices loop-mounted from files here. case ${GRUB_DEVICE} in /dev/*) ;; *) exit 0 ;; esac ;; esac if [ "x${GRUB_DEVICE_UUID}" = "x" ] || [ "x${GRUB_DISABLE_LINUX_UUID}" = "xtrue" ] \ || ! test -e "/dev/disk/by-uuid/${GRUB_DEVICE_UUID}" \ || uses_abstraction "${GRUB_DEVICE}" lvm; then LINUX_ROOT_DEVICE=${GRUB_DEVICE} else LINUX_ROOT_DEVICE=UUID=${GRUB_DEVICE_UUID} fi linux_entry () { os="$1" version="$2" xen_version="$3" recovery="$4" args="$5" xen_args="$6" if ${recovery} ; then title="$(gettext_quoted "%s, with Xen %s and Linux %s (recovery mode)")" else title="$(gettext_quoted "%s, with Xen %s and Linux %s")" fi printf "menuentry '${title}' ${CLASS} {\n" "${os}" "${xen_version}" "${version}" if ! ${recovery} ; then save_default_entry | sed -e "s/^/\t/" fi if [ -z "${prepare_boot_cache}" ]; then prepare_boot_cache="$(prepare_grub_to_access_device ${GRUB_DEVICE_BOOT} | sed -e "s/^/\t/")" fi printf '%s\n' "${prepare_boot_cache}" xmessage="$(gettext_printf "Loading Xen %s ..." ${xen_version})" lmessage="$(gettext_printf "Loading Linux %s ..." ${version})" cat << EOF echo '$xmessage' multiboot ${rel_xen_dirname}/${xen_basename} placeholder ${xen_args} echo '$lmessage' module ${rel_dirname}/${basename} placeholder root=${linux_root_device_thisversion} ro ${args} EOF if test -n "${initrd}" ; then message="$(gettext_printf "Loading initial ramdisk ...")" cat << EOF echo '$message' module ${rel_dirname}/${initrd} EOF fi cat << EOF } EOF } linux_list=`for i in /boot/vmlinu[xz]-* /vmlinu[xz]-* ; do basename=$(basename $i) version=$(echo $basename | sed -e "s,^[^0-9]*-,,g") if grub_file_is_not_garbage "$i" && grep -qx "CONFIG_XEN_DOM0=y" /boot/config-${version} 2> /dev/null ; then echo -n "$i " ; fi done` xen_list=`for i in /boot/xen*; do if grub_file_is_not_garbage "$i" ; then echo -n "$i " ; fi done` prepare_boot_cache= while [ "x${xen_list}" != "x" ] ; do list="${linux_list}" current_xen=`version_find_latest $xen_list` xen_basename=`basename ${current_xen}` xen_dirname=`dirname ${current_xen}` rel_xen_dirname=`make_system_path_relative_to_its_root $xen_dirname` xen_version=`echo $xen_basename | sed -e "s,.gz$,,g;s,^xen-,,g"` echo "submenu \"Xen ${xen_version}\" {" while [ "x$list" != "x" ] ; do linux=`version_find_latest $list` echo "Found linux image: $linux" >&2 basename=`basename $linux` dirname=`dirname $linux` rel_dirname=`make_system_path_relative_to_its_root $dirname` version=`echo $basename | sed -e "s,^[^0-9]*-,,g"` alt_version=`echo $version | sed -e "s,\.old$,,g"` linux_root_device_thisversion="${LINUX_ROOT_DEVICE}" initrd= for i in "initrd.img-${version}" "initrd-${version}.img" \ "initrd-${version}" "initrd.img-${alt_version}" \ "initrd-${alt_version}.img" "initrd-${alt_version}"; do if test -e "${dirname}/${i}" ; then initrd="$i" break fi done if test -n "${initrd}" ; then echo "Found initrd image: ${dirname}/${initrd}" >&2 else # "UUID=" magic is parsed by initrds. Since there's no initrd, it can't work here. linux_root_device_thisversion=${GRUB_DEVICE} fi linux_entry "${OS}" "${version}" "${xen_version}" false \ "${GRUB_CMDLINE_LINUX} ${GRUB_CMDLINE_LINUX_DEFAULT}" "${GRUB_CMDLINE_XEN} ${GRUB_CMDLINE_XEN_DEFAULT}" if [ "x${GRUB_DISABLE_RECOVERY}" != "xtrue" ]; then linux_entry "${OS}" "${version}" "${xen_version}" true \ "single ${GRUB_CMDLINE_LINUX}" "${GRUB_CMDLINE_XEN}" fi list=`echo $list | tr ' ' '\n' | grep -vx $linux | tr '\n' ' '` done echo "}" xen_list=`echo $xen_list | tr ' ' '\n' | grep -vx $current_xen | tr '\n' ' '` done

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  • grid layout default on wordpress theme

    - by nathan philpott
    I'm having trouble with a multi-layout option on a wordpress theme sight http://sight.wpshower.com/ the traffic have the option of a grid or a list layout at the click of a button. at present the list layout is default. I am interested in making the grid layout default . this is some of the php, i tried simply swapping the word grid for list but although this does work to an extent , if done on the loop.php page it removes the a:hover functions on the post boxes in the grid format. also if done on the index.php it switches buttons on the main index page. any ideas?? loop.php <div id="loop" class="<?php if ($_COOKIE['mode'] == 'grid') echo 'grid'; else echo 'list'; ?> clear"> <?php while ( have_posts() ) : the_post(); ?> <div <?php post_class('post clear'); ?> id="post_<?php the_ID(); ?>"> <?php if ( has_post_thumbnail() ) :?> <a href="<?php the_permalink() ?>" class="thumb"><?php the_post_thumbnail('thumbnail', array( 'alt' => trim(strip_tags( $post->post_title )), 'title' => trim(strip_tags( $post->post_title )), )); ?></a> <?php endif; ?> <div class="post-category"><?php the_category(' / '); ?></div> <h2><a href="<?php the_permalink() ?>"><?php the_title(); ?></a></h2> <!-- <div class="post-meta">by <span class="post-author"><a href="<?php echo get_author_posts_url(get_the_author_meta('ID')); ?>" title="Posts by <?php the_author(); ?>"><?php the_author(); ?></a></span> on <span class="post-date"><?php the_time(__('M j, Y')) ?></span> <em>&bull; </em><?php comments_popup_link(__('No Comments'), __('1 Comment'), __('% Comments'), '', __('Comments Closed')); ?> <?php edit_post_link( __( 'Edit entry'), '<em>&bull; </em>'); ?> </div> --> <?php edit_post_link( __( 'Edit entry'), '<em>&bull; </em>'); ?> <div class="post-content"><?php if (function_exists('smart_excerpt')) smart_excerpt(get_the_excerpt(), 55); ?></div> </div> <?php endwhile; ?> </div> <?php endif; ?> index.php <?php get_header(); ?> <div class="content-title"> Projects <a href="javascript: void(0);" id="mode"<?php if ($_COOKIE['mode'] == 'grid') echo ' class="flip"'; ?>></a> </div> <?php query_posts(array( 'post__not_in' => $exl_posts, 'paged' => $paged, ) ); ?> <?php get_template_part('loop'); ?> <?php wp_reset_query(); ?> <?php get_template_part('pagination'); ?> <?php get_footer(); ?>

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  • Why are Javascript for/in loops so verbose?

    - by Matthew Scharley
    I'm trying to understand the reasoning behind why the language designers would make the for (.. in ..) loops so verbose. For example: for (var x in Drupal.settings.module.stuff) { alert("Index: " + x + "\nValue: " + Drupal.settings.module.stuff[x]); } It makes trying to loop over anything semi-complex like the above a real pain as you either have to alias the value locally inside the loop yourself, or deal with long access calls. This is especially painful if you have two to three nested loops. I'm assuming there is a reason why they would do things this way, but I'm struggling with the reasoning.

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • How do I properly use multithreading with Nvidia PhysX?

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults() (waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not "compute new physics". It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. Does anyone have a solution to this?

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  • Impact of variable-length loops on GPU shaders

    - by Will
    Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means the GPU is executing some unknown number of loop iterations per pixel (although you can have an upper bound like maxIterations). How does having a variable-length loop affect shader performance? Imagine the simple ray-marching psuedocode: t = 0.f; while(t < maxDist) { p = rayStart + rayDir * t; d = DistanceFunc(p); t += d; if(d < epsilon) { ... emit p return; } } How are the various mainstream GPU families (Nvidia, ATI, PowerVR, Mali, Intel, etc) affected? Vertex shaders, but particularly fragment shaders? How can it be optimised?

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  • PowerShell Script To Find Where SharePoint 2010 Features Are Activated

    - by Brian Jackett
    The script on this post will find where features are activated within your SharePoint 2010 farm.   Problem    Over the past few months I’ve gotten literally dozens of emails, blog comments, or personal requests from people asking “how do I find where a SharePoint feature has been activated?”  I wrote a script to find which features are installed on your farm almost 3 years ago.  There is also the Get-SPFeature PowerShell commandlet in SharePoint 2010.  The problem is that these only tell you if a feature is installed not where they have been activated.  This is especially important to know if you have multiple web applications, site collections, and /or sites.   Solution    The default call (no parameters) for Get-SPFeature will return all features in the farm.  Many of the parameter sets accept filters for specific scopes such as web application, site collection, and site.  If those are supplied then only the enabled / activated features are returned for that filtered scope.  Taking the concept of recursively traversing a SharePoint farm and merging that with calls to Get-SPFeature at all levels of the farm you can find out what features are activated at that level.  Store the results into a variable and you end up with all features that are activated at every level.    Below is the script I came up with (slight edits for posting on blog).  With no parameters the function lists all features activated at all scopes.  If you provide an Identity parameter you will find where a specific feature is activated.  Note that the display name for a feature you see in the SharePoint UI rarely matches the “internal” display name.  I would recommend using the feature id instead.  You can download a full copy of the script by clicking on the link below.    Note: This script is not optimized for medium to large farms.  In my testing it took 1-3 minutes to recurse through my demo environment.  This script is provided as-is with no warranty.  Run this in a smaller dev / test environment first.   001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 function Get-SPFeatureActivated { # see full script for help info, removed for formatting [CmdletBinding()] param(   [Parameter(position = 1, valueFromPipeline=$true)]   [Microsoft.SharePoint.PowerShell.SPFeatureDefinitionPipeBind]   $Identity )#end param   Begin   {     # declare empty array to hold results. Will add custom member `     # for Url to show where activated at on objects returned from Get-SPFeature.     $results = @()         $params = @{}   }   Process   {     if([string]::IsNullOrEmpty($Identity) -eq $false)     {       $params = @{Identity = $Identity             ErrorAction = "SilentlyContinue"       }     }       # check farm features     $results += (Get-SPFeature -Farm -Limit All @params |              % {Add-Member -InputObject $_ -MemberType noteproperty `                 -Name Url -Value ([string]::Empty) -PassThru} |              Select-Object -Property Scope, DisplayName, Id, Url)     # check web application features     foreach($webApp in (Get-SPWebApplication))     {       $results += (Get-SPFeature -WebApplication $webApp -Limit All @params |                % {Add-Member -InputObject $_ -MemberType noteproperty `                   -Name Url -Value $webApp.Url -PassThru} |                Select-Object -Property Scope, DisplayName, Id, Url)       # check site collection features in current web app       foreach($site in ($webApp.Sites))       {         $results += (Get-SPFeature -Site $site -Limit All @params |                  % {Add-Member -InputObject $_ -MemberType noteproperty `                     -Name Url -Value $site.Url -PassThru} |                  Select-Object -Property Scope, DisplayName, Id, Url)                          $site.Dispose()         # check site features in current site collection         foreach($web in ($site.AllWebs))         {           $results += (Get-SPFeature -Web $web -Limit All @params |                    % {Add-Member -InputObject $_ -MemberType noteproperty `                       -Name Url -Value $web.Url -PassThru} |                    Select-Object -Property Scope, DisplayName, Id, Url)           $web.Dispose()         }       }     }   }   End   {     $results   } } #end Get-SPFeatureActivated   Snippet of output from Get-SPFeatureActivated   Conclusion    This script has been requested for a long time and I’m glad to finally getting a working “clean” version.  If you find any bugs or issues with the script please let me know.  I’ll be posting this to the TechNet Script Center after some internal review.  Enjoy the script and I hope it helps with your admin / developer needs.         -Frog Out

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