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  • Problem Upgrading NHibernate SQLite Application to .Net 4.0

    - by Xavin
    I have a WPF Application using Fluent NHibernate 1.0 RTM and System.Data.SQLite 1.0.65 that works fine in .Net 3.5. When I try to upgrade it to .Net 4.0 everything compiles but I get a runtime error where the innermost exception is this: `The IDbCommand and IDbConnection implementation in the assembly System.Data.SQLite could not be found.` The only change made to the project was switching the Target Framework to 4.0.

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  • Make Fluent NHibernate output schema update to file

    - by Bender
    I am successfully getting Fluent NHibernate to update my database by calling UpdateBaseFiles: Public Sub UpdateBaseFiles() Dim db As SQLiteConfiguration db = SQLiteConfiguration.Standard.UsingFile(BASE_DBNAME) Fluently.Configure() _ .Database(db) _ .Mappings(Function(m) m.FluentMappings.AddFromAssemblyOf(Of FluentMap)()) _ .ExposeConfiguration(AddressOf UpdateSchema) _ .BuildConfiguration() End Sub Private Sub UpdateSchema(ByVal Config As Configuration) Dim SchemaUpdater As New SchemaUpdate(Config) SchemaUpdater.Execute(True, True) End Sub How do I output the DDL to a file, I do this when initially creating the schema by using: Private Sub BuildSchema(ByVal Config As Configuration) Dim SchemaExporter As New SchemaExport(Config) SchemaExporter.SetOutputFile("schema.sql") SchemaExporter.Create(False, True) End Sub but SchemaUpdate does not have a SetOutputFile method.

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  • NHibernate + ASP.NET + Open Session in View + L2Cache

    - by Pedro
    I am using CodeProject's well known Open Session in View to handle NHibernate Sessions. Does it works well with Level 2 Cache? Anyone has succeeded doing it? Should I use NH.Burrow instead? Any advice on l2 cache in asp.net best practices is appreciated. Edit: link to CodeProject's article: http://www.codeproject.com/KB/architecture/NHibernateBestPractices.aspx

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  • many-to-one with multiple columns

    - by Sly
    I have a legacy data base and a relation one-to-one between two tables. The thing is that relation uses two columns, not one. Is there some way to say in nhibernate that when getting a referenced entity it used two columns in join statement, not one? I'm trying to use this: References(x => x.Template) .Columns() .PropertyRef() But can't get how to map join on multiple columns, any ideas?

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  • NHibernate join and projection properties

    - by devgroup
    Hello, I have simple situation (like on the image link text) and simple SQL query SELECT M.Name, A.Name, B.Name FROM Master M LEFT JOIN DetailA A ON M.DescA = A.Id LEFT JOIN DetailB B ON M.DescB = B.Id How to achive the same effect in nHibernate using CriteriaAPI ?

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  • NHibernate Pitfalls: Custom Types and Detecting Changes

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. NHibernate supports the declaration of properties of user-defined types, that is, not entities, collections or primitive types. These are used for mapping a database columns, of any type, into a different type, which may not even be an entity; think, for example, of a custom user type that converts a BLOB column into an Image. User types must implement interface NHibernate.UserTypes.IUserType. This interface specifies an Equals method that is used for comparing two instances of the user type. If this method returns false, the entity is marked as dirty, and, when the session is flushed, will trigger an UPDATE. So, in your custom user type, you must implement this carefully so that it is not mistakenly considered changed. For example, you can cache the original column value inside of it, and compare it with the one in the other instance. Let’s see an example implementation of a custom user type that converts a Byte[] from a BLOB column into an Image: 1: [Serializable] 2: public sealed class ImageUserType : IUserType 3: { 4: private Byte[] data = null; 5: 6: public ImageUserType() 7: { 8: this.ImageFormat = ImageFormat.Png; 9: } 10: 11: public ImageFormat ImageFormat 12: { 13: get; 14: set; 15: } 16: 17: public Boolean IsMutable 18: { 19: get 20: { 21: return (true); 22: } 23: } 24: 25: public Object Assemble(Object cached, Object owner) 26: { 27: return (cached); 28: } 29: 30: public Object DeepCopy(Object value) 31: { 32: return (value); 33: } 34: 35: public Object Disassemble(Object value) 36: { 37: return (value); 38: } 39: 40: public new Boolean Equals(Object x, Object y) 41: { 42: return (Object.Equals(x, y)); 43: } 44: 45: public Int32 GetHashCode(Object x) 46: { 47: return ((x != null) ? x.GetHashCode() : 0); 48: } 49: 50: public override Int32 GetHashCode() 51: { 52: return ((this.data != null) ? this.data.GetHashCode() : 0); 53: } 54: 55: public override Boolean Equals(Object obj) 56: { 57: ImageUserType other = obj as ImageUserType; 58: 59: if (other == null) 60: { 61: return (false); 62: } 63: 64: if (Object.ReferenceEquals(this, other) == true) 65: { 66: return (true); 67: } 68: 69: return (this.data.SequenceEqual(other.data)); 70: } 71: 72: public Object NullSafeGet(IDataReader rs, String[] names, Object owner) 73: { 74: Int32 index = rs.GetOrdinal(names[0]); 75: Byte[] data = rs.GetValue(index) as Byte[]; 76: 77: this.data = data as Byte[]; 78: 79: if (data == null) 80: { 81: return (null); 82: } 83: 84: using (MemoryStream stream = new MemoryStream(this.data ?? new Byte[0])) 85: { 86: return (Image.FromStream(stream)); 87: } 88: } 89: 90: public void NullSafeSet(IDbCommand cmd, Object value, Int32 index) 91: { 92: if (value != null) 93: { 94: Image data = value as Image; 95: 96: using (MemoryStream stream = new MemoryStream()) 97: { 98: data.Save(stream, this.ImageFormat); 99: value = stream.ToArray(); 100: } 101: } 102: 103: (cmd.Parameters[index] as DbParameter).Value = value ?? DBNull.Value; 104: } 105: 106: public Object Replace(Object original, Object target, Object owner) 107: { 108: return (original); 109: } 110: 111: public Type ReturnedType 112: { 113: get 114: { 115: return (typeof(Image)); 116: } 117: } 118: 119: public SqlType[] SqlTypes 120: { 121: get 122: { 123: return (new SqlType[] { new SqlType(DbType.Binary) }); 124: } 125: } 126: } In this case, we need to cache the original Byte[] data because it’s not easy to compare two Image instances, unless, of course, they are the same.

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  • Fluent composite foreign key mapping

    - by Fionn
    Hi, I wonder if this is possible to map the following with fluent nhibernate: A document table and a document_revision table will be the target tables. The document_revision table should have a composite unique key consisting of the document_id and the revision number (where the document_id is also the foreign key to the document table). class Document { Guid Id; //other members omitted } class DocumentRevision { Guid document_id; //Part one of the primary key and also foreign key to Document.Id int revision; //Part two of the primary key //other members omitted }

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • NHibernate HiLo - new column per entity and HiLo catches

    - by Gareth
    Im currently using the hilo id generator for my classes but have just been using the minimal of settings eg <class name="ClassA" <id name="Id" column="id" unsaved-value="0" <generator class="hilo" / </id ... But should I really be specifying a new column for NHibernate to use foreach entity and providing it with a max lo? <class name="ClassA" <id name="Id" column="id" unsaved-value="0" <generator class="hilo" <param name="table"hibernate_unique_key</param <param name="column"classA_nexthi</param <param name="max_lo"20</param </generator </id ... <class name="ClassB" <id name="Id" column="id" unsaved-value="0" <generator class="hilo" <param name="table"hibernate_unique_key</param <param name="column"classB_nexthi</param <param name="max_lo"20</param </generator </id ... Also I've noticed that when I do the above the SchemaExport will not create all the columns - only classB_nexthi, is there something else im doing wrong. Thanks

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  • Using NHibernate with an EAV data model

    - by devonlazarus
    I'm trying to leverage NH to map to a data model that is a loose interpretation of the EAV/CR data model. I have most of it working but am struggling with mapping the Entity.Attributes collection. Here are the tables in question: -------------------- | Entities | -------------------- | EntityId PK |-| | EntityType | | -------------------- | ------------- | V -------------------- | EntityAttributes | ------------------ --------------------------- -------------------- | Attributes | | StringAttributes | | EntityId PK,FK | ------------------ --------------------------- | AttributeId FK | -> | AttributeId PK | -> | StringAttributeId PK,FK | | AttributeValue | | AttributeType | | AttributeName | -------------------- ------------------ --------------------------- The AttributeValue column is implemented as an sql_variant column and I've implemented an NHibernate.UserTypes.IUserType for it. I can create an EntityAttribute entity and persist it directly so that part of the hierarchy is working. I'm just not sure how to map the EntityAttributes collection to the Entity entity. Note the EntityAttributes table could (and does) contain multiple rows for a given EntityId/AttributeId combination: EntityId AttributeId AttributeValue -------- ----------- -------------- 1 1 Blue 1 1 Green StringAttributes row looks like this for this example: StringAttributeId AttributeName ----------------- -------------- 1 FavoriteColor How can I effectively map this data model to my Entity domain such that Entity.Attributes("FavoriteColors") returns a collection of favorite colors? Typed as System.String?

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  • Mapping a child collection without indexing based on database primary key or using bag

    - by Colin Bowern
    I have a existing parent-child relationship I am trying to map in Fluent Nhibernate: [RatingCollection] -- [Rating] Rating Collection has: ID (database generated ID) Code Name Rating has: ID (database generated id) Rating Collection ID Code Name I have been trying to figure out which permutation of HasMany makes sense here. What I have right now: HasMany<Rating>(x => x.Ratings) .WithTableName("Rating") .KeyColumnNames.Add("RatingCollectionId") .Component(c => { c.Map(x => x.Code); c.Map(x => x.Name); ); It works from a CRUD perspective but because it's a bag it ends up deleting the rating contents any time I try to do a simple update / insert to the Ratings property. What I want is an indexed collection but not using the database generated ID (which is in the six digit range right now). Any thoughts on how I could get a zero-based indexed collection (so I can go entity.Ratings[0].Name = "foo") which would allow me to modify the collection without deleting/reinserting it all when persisting?

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  • fluent nhibernate m-to-m with column

    - by csetzkorn
    Hi, I am used to hbm files and started using fluent nhibernate recently. Creating an m-to-m relationship between two entities A and B is quite simple In A I create: public virtual IList Bs { get; set; } and then I use: mapping.HasManyToMany(x = x.Bs); That’s it and I can do: A a = new A(); a.Bs.Add(b); My problem is that I would like to have an additional column in my dedicated m-to-m database table which holds the two foreign keys. What is the simplest way to achieve this in FNH? Would I have to create a dedicated entity for the m-to-m realtionship or is there a simpler solution? Thanks. Best wishes, Christian

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  • Saving child collections with NHibernate

    - by Ben
    Hi, I am in the process or learning NHibernate so bare with me. I have an Order class and a Transaction class. Order has a one to many association with transaction. The transaction table in my database has a not null constraint on the OrderId foreign key. Order class: public class Order { public virtual Guid Id { get; set; } public virtual DateTime CreatedOn { get; set; } public virtual decimal Total { get; set; } public virtual ICollection<Transaction> Transactions { get; set; } public Order() { Transactions = new HashSet<Transaction>(); } } Order Mapping: <class name="Order" table="Orders"> <cache usage="read-write"/> <id name="Id"> <generator class="guid"/> </id> <property name="CreatedOn" type="datetime"/> <property name="Total" type="decimal"/> <set name="Transactions" table="Transactions" lazy="false" inverse="true"> <key column="OrderId"/> <one-to-many class="Transaction"/> </set> Transaction Class: public class Transaction { public virtual Guid Id { get; set; } public virtual DateTime ExecutedOn { get; set; } public virtual bool Success { get; set; } public virtual Order Order { get; set; } } Transaction Mapping: <class name="Transaction" table="Transactions"> <cache usage="read-write"/> <id name="Id" column="Id" type="Guid"> <generator class="guid"/> </id> <property name="ExecutedOn" type="datetime"/> <property name="Success" type="bool"/> <many-to-one name="Order" class="Order" column="OrderId" not-null="true"/> Really I don't want a bidirectional association. There is no need for my transaction objects to reference their order object directly (I just need to access the transactions of an order). However, I had to add this so that Order.Transactions is persisted to the database: Repository: public void Update(Order entity) { using (ISession session = NHibernateHelper.OpenSession()) { using (ITransaction transaction = session.BeginTransaction()) { session.Update(entity); foreach (var tx in entity.Transactions) { tx.Order = entity; session.SaveOrUpdate(tx); } transaction.Commit(); } } } My problem is that this will then issue an update for every transaction on the order collection (regardless of whether it has changed or not). What I was trying to get around was having to explicitly save the transaction before saving the order and instead just add the transactions to the order and then save the order: public void Can_add_transaction_to_existing_order() { var orderRepo = new OrderRepository(); var order = orderRepo.GetById(new Guid("aa3b5d04-c5c8-4ad9-9b3e-9ce73e488a9f")); Transaction tx = new Transaction(); tx.ExecutedOn = DateTime.Now; tx.Success = true; order.Transactions.Add(tx); orderRepo.Update(order); } Although I have found quite a few articles covering the set up of a one-to-many association, most of these discuss retrieving of data and not persisting back. Many thanks, Ben

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  • NHibernate Unique Constraint on Name and Parent Object fails because NH inserts Null

    - by James
    Hi, I have an object as follows Public Class Bin Public Property Id As Integer Public Property Name As String Public Property Store As Store End Class Public Class Store Public Property Id As Integer Public Property Bins As IEnumerable(Of Bin) End Class I have a unique constraint in the database on Bin.Name and BinStoreID to ensure unique names within stores. However, when NHibernate persists the store, it first inserts the Bin records with a null StoreID before performing an update later to set the correct StoreID. This violates the Unique Key If I persist two stores with a Bin of the same name because The Name columns are the same and the StoreID is null for both. Is there something I can add to the mapping to ensure that the correct StoreID is included in the INSERT rather than performing an update later? We are using HiLo identity generation so we are not relying on DB generated identity columns Thanks James

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  • NHibernate WCF Bidirectional and Lazy loading

    - by ChrisKolenko
    Hi everyone, I'm just looking for some direction when it comes to NHibernate and WCF. At the moment i have a many to one association between a person and address. The first problem. I have to eager load the list of addresses so it doesn't generate a lazy loaded proxy. Is there a way to disable lazy loading completely? I never want to see it generated. The second problem. The bidirectional association between my poco's is killing my standard serialization. What's the best way forward. Should I remove the Thanks for all your help

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  • Mapping an instance of IList in NHibernate

    - by Martin Kirsche
    I'm trying to map a parent-child relationship using NHibernate (2.1.2), MySql.Data (6.2.2) and MySQL Server (5.1). I figured out that this must be done using a <bag> in the mapping file. I build a test app which is running without yielding any errors and is doing an insert for each entry but somehow the foreign key inside the children table (ParentId) is always empty (null). Here are the important parts of my code... Parent public class Parent { public virtual int Id { get; set; } public virtual IList<Child> Children { get; set; } } <class name="Parent"> <id name="Id"> <generator class="native"/> </id> <bag name="Children" cascade="all"> <key column="ParentId"/> <one-to-many class="Child"/> </bag> </class> Child public class Child { public virtual int Id { get; set; } } <class name="Child"> <id name="Id"> <generator class="native"/> </id> </class> Program using (ISession session = sessionFactory.OpenSession()) { session.Save( new Parent() { Children = new List<Child>() { new Child(), new Child() } }); } Any ideas what I did wrong?

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  • NHibernate parent-childs save redundant sql update executed

    - by Broken Pipe
    I'm trying to save (insert) parent object with a collection of child objects, all objects are new. I prefer to manually specify what to save\update and when so I do not use any cascade saves in mappings and flush sessions by myself. So basically I save this object graph like: session.Save(Parent) foreach (var child in Parent.Childs) { session.Save(child); } session.Flush() I expect this code to insert Parent row, then each child row, however NHibernate executes this SQL: INSERT INTO PARENT.... INSERT INTO CHILD .... UPDATE CHILD SET ParentId=@1 WHERE Id=@2 This update statement is absolutely unnecessary, ParentId was already set correctly in INSERT. How do I get rid of it? Performance is very important for me.

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  • Linq to NHibernate - How to return a parent object with only certain child objects included

    - by vakman
    Given a simplified model like the following: public class Enquiry { public virtual DateTime Created { get; set; } public virtual Sender Sender { get; set; } } public class Sender { public virtual IList<Enquiry> Enquiries { get; set; } } How can you construct a Linq to Nhibernate query such that it gives you back a list of senders and their enquiries where the enquiries meet some criteria. I have tried something like this: return session.Linq<Enquiry>() .Where(enquiry => enquiry.Created < DateTime.Now) .Select(enquiry => enquiry.Sender) In this case I get an InvalidCastException saying you can't cast type Sender to type Enquiry. Any pointers on how I can do this without using HQL?

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  • Linq to NHibernate - How to include parent object and only certain child objects

    - by vakman
    Given a simplified model like the following: public class Enquiry { public virtual DateTime Created { get; set; } public virtual Sender Sender { get; set; } } public class Sender { public virtual IList<Enquiry> Enquiries { get; set; } } How can you construct a Linq to Nhibernate query such that it gives you back a list of senders and their enquiries where the enquiries meet some criteria. I have tried something like this: return session.Linq<Enquiry>() .Where(enquiry => enquiry.Created < DateTime.Now) .Select(enquiry => enquiry.Sender) In this case I get an InvalidCastException saying you can't cast type Sender to type Enquiry. Any pointers on how I can do this without using HQL?

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