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  • Thread.Interrupt Is Evil

    - by Alois Kraus
    Recently I have found an interesting issue with Thread.Interrupt during application shutdown. Some application was crashing once a week and we had not really a clue what was the issue. Since it happened not very often it was left as is until we have got some memory dumps during the crash. A memory dump usually means WindDbg which I really like to use (I know I am one of the very few fans of it).  After a quick analysis I did find that the main thread already had exited and the thread with the crash was stuck in a Monitor.Wait. Strange Indeed. Running the application a few thousand times under the debugger would potentially not have shown me what the reason was so I decided to what I call constructive debugging. I did create a simple Console application project and try to simulate the exact circumstances when the crash did happen from the information I have via memory dump and source code reading. The thread that was  crashing was actually MS code from an old version of the Microsoft Caching Application Block. From reading the code I could conclude that the main thread did call the Dispose method on the CacheManger class which did call Thread.Interrupt on the cache scavenger thread which was just waiting for work to do. My first version of the repro looked like this   static void Main(string[] args) { Thread t = new Thread(ThreadFunc) { IsBackground = true, Name = "Test Thread" }; t.Start(); Console.WriteLine("Interrupt Thread"); t.Interrupt(); } static void ThreadFunc() { while (true) { object value = Dequeue(); // block until unblocked or awaken via ThreadInterruptedException } } static object WaitObject = new object(); static object Dequeue() { object lret = "got value"; try { lock (WaitObject) { } } catch (ThreadInterruptedException) { Console.WriteLine("Got ThreadInterruptException"); lret = null; } return lret; } I do start a background thread and call Thread.Interrupt on it and then directly let the application terminate. The thread in the meantime does plenty of Monitor.Enter/Leave calls to simulate work on it. This first version did not crash. So I need to dig deeper. From the memory dump I did know that the finalizer thread was doing just some critical finalizers which were closing file handles. Ok lets add some long running finalizers to the sample. class FinalizableObject : CriticalFinalizerObject { ~FinalizableObject() { Console.WriteLine("Hi we are waiting to finalize now and block the finalizer thread for 5s."); Thread.Sleep(5000); } } class Program { static void Main(string[] args) { FinalizableObject fin = new FinalizableObject(); Thread t = new Thread(ThreadFunc) { IsBackground = true, Name = "Test Thread" }; t.Start(); Console.WriteLine("Interrupt Thread"); t.Interrupt(); GC.KeepAlive(fin); // prevent finalizing it too early // After leaving main the other thread is woken up via Thread.Abort // while we are finalizing. This causes a stackoverflow in the CLR ThreadAbortException handling at this time. } With this changed Main method and a blocking critical finalizer I did get my crash just like the real application. The funny thing is that this is actually a CLR bug. When the main method is left the CLR does suspend all threads except the finalizer thread and declares all objects as garbage. After the normal finalizers were called the critical finalizers are executed to e.g. free OS handles (usually). Remember that I did call Thread.Interrupt as one of the last methods in the Main method. The Interrupt method is actually asynchronous and does wake a thread up and throws a ThreadInterruptedException only once unlike Thread.Abort which does rethrow the exception when an exception handling clause is left. It seems that the CLR does not expect that a frozen thread does wake up again while the critical finalizers are executed. While trying to raise a ThreadInterrupedException the CLR goes down with an stack overflow. Ups not so nice. Why has this nobody noticed for years is my next question. As it turned out this error does only happen on the CLR for .NET 4.0 (x86 and x64). It does not show up in earlier or later versions of the CLR. I have reported this issue on connect here but so far it was not confirmed as a CLR bug. But I would be surprised if my console application was to blame for a stack overflow in my test thread in a Monitor.Wait call. What is the moral of this story? Thread.Abort is evil but Thread.Interrupt is too. It is so evil that even the CLR of .NET 4.0 contains a race condition during the CLR shutdown. When the CLR gurus can get it wrong the chances are high that you get it wrong too when you use this constructs. If you do not believe me see what Patrick Smacchia does blog about Thread.Abort and List.Sort. Not only the CLR creators can get it wrong. The BCL writers do sometimes have a hard time with correct exception handling as well. If you do tell me that you use Thread.Abort frequently and never had problems with it I do suspect that you do not have looked deep enough into your application to find such sporadic errors.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Using R to Analyze G1GC Log Files

    - by user12620111
    Using R to Analyze G1GC Log Files body, td { font-family: sans-serif; background-color: white; font-size: 12px; margin: 8px; } tt, code, pre { font-family: 'DejaVu Sans Mono', 'Droid Sans Mono', 'Lucida Console', Consolas, Monaco, monospace; } h1 { font-size:2.2em; } h2 { font-size:1.8em; } h3 { font-size:1.4em; } h4 { font-size:1.0em; } h5 { font-size:0.9em; } h6 { font-size:0.8em; } a:visited { color: rgb(50%, 0%, 50%); } pre { margin-top: 0; max-width: 95%; border: 1px solid #ccc; white-space: pre-wrap; } pre code { display: block; padding: 0.5em; } code.r, code.cpp { background-color: #F8F8F8; } table, td, th { border: none; } blockquote { color:#666666; margin:0; padding-left: 1em; border-left: 0.5em #EEE solid; } hr { height: 0px; border-bottom: none; border-top-width: thin; border-top-style: dotted; border-top-color: #999999; } @media print { * { background: transparent !important; color: black !important; filter:none !important; -ms-filter: none !important; } body { 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  Using R to Analyze G1GC Log Files   Using R to Analyze G1GC Log Files Introduction Working in Oracle Platform Integration gives an engineer opportunities to work on a wide array of technologies. My team’s goal is to make Oracle applications run best on the Solaris/SPARC platform. When looking for bottlenecks in a modern applications, one needs to be aware of not only how the CPUs and operating system are executing, but also network, storage, and in some cases, the Java Virtual Machine. I was recently presented with about 1.5 GB of Java Garbage First Garbage Collector log file data. If you’re not familiar with the subject, you might want to review Garbage First Garbage Collector Tuning by Monica Beckwith. The customer had been running Java HotSpot 1.6.0_31 to host a web application server. I was told that the Solaris/SPARC server was running a Java process launched using a commmand line that included the following flags: -d64 -Xms9g -Xmx9g -XX:+UseG1GC -XX:MaxGCPauseMillis=200 -XX:InitiatingHeapOccupancyPercent=80 -XX:PermSize=256m -XX:MaxPermSize=256m -XX:+PrintGC -XX:+PrintGCTimeStamps -XX:+PrintHeapAtGC -XX:+PrintGCDateStamps -XX:+PrintFlagsFinal -XX:+DisableExplicitGC -XX:+UnlockExperimentalVMOptions -XX:ParallelGCThreads=8 Several sources on the internet indicate that if I were to print out the 1.5 GB of log files, it would require enough paper to fill the bed of a pick up truck. Of course, it would be fruitless to try to scan the log files by hand. Tools will be required to summarize the contents of the log files. Others have encountered large Java garbage collection log files. There are existing tools to analyze the log files: IBM’s GC toolkit The chewiebug GCViewer gchisto HPjmeter Instead of using one of the other tools listed, I decide to parse the log files with standard Unix tools, and analyze the data with R. Data Cleansing The log files arrived in two different formats. I guess that the difference is that one set of log files was generated using a more verbose option, maybe -XX:+PrintHeapAtGC, and the other set of log files was generated without that option. Format 1 In some of the log files, the log files with the less verbose format, a single trace, i.e. the report of a singe garbage collection event, looks like this: {Heap before GC invocations=12280 (full 61): garbage-first heap total 9437184K, used 7499918K [0xfffffffd00000000, 0xffffffff40000000, 0xffffffff40000000) region size 4096K, 1 young (4096K), 0 survivors (0K) compacting perm gen total 262144K, used 144077K [0xffffffff40000000, 0xffffffff50000000, 0xffffffff50000000) the space 262144K, 54% used [0xffffffff40000000, 0xffffffff48cb3758, 0xffffffff48cb3800, 0xffffffff50000000) No shared spaces configured. 2014-05-14T07:24:00.988-0700: 60586.353: [GC pause (young) 7324M->7320M(9216M), 0.1567265 secs] Heap after GC invocations=12281 (full 61): garbage-first heap total 9437184K, used 7496533K [0xfffffffd00000000, 0xffffffff40000000, 0xffffffff40000000) region size 4096K, 0 young (0K), 0 survivors (0K) compacting perm gen total 262144K, used 144077K [0xffffffff40000000, 0xffffffff50000000, 0xffffffff50000000) the space 262144K, 54% used [0xffffffff40000000, 0xffffffff48cb3758, 0xffffffff48cb3800, 0xffffffff50000000) No shared spaces configured. } A simple grep can be used to extract a summary: $ grep "\[ GC pause (young" g1gc.log 2014-05-13T13:24:35.091-0700: 3.109: [GC pause (young) 20M->5029K(9216M), 0.0146328 secs] 2014-05-13T13:24:35.440-0700: 3.459: [GC pause (young) 9125K->6077K(9216M), 0.0086723 secs] 2014-05-13T13:24:37.581-0700: 5.599: [GC pause (young) 25M->8470K(9216M), 0.0203820 secs] 2014-05-13T13:24:42.686-0700: 10.704: [GC pause (young) 44M->15M(9216M), 0.0288848 secs] 2014-05-13T13:24:48.941-0700: 16.958: [GC pause (young) 51M->20M(9216M), 0.0491244 secs] 2014-05-13T13:24:56.049-0700: 24.066: [GC pause (young) 92M->26M(9216M), 0.0525368 secs] 2014-05-13T13:25:34.368-0700: 62.383: [GC pause (young) 602M->68M(9216M), 0.1721173 secs] But that format wasn't easily read into R, so I needed to be a bit more tricky. I used the following Unix command to create a summary file that was easy for R to read. $ echo "SecondsSinceLaunch BeforeSize AfterSize TotalSize RealTime" $ grep "\[GC pause (young" g1gc.log | grep -v mark | sed -e 's/[A-SU-z\(\),]/ /g' -e 's/->/ /' -e 's/: / /g' | more SecondsSinceLaunch BeforeSize AfterSize TotalSize RealTime 2014-05-13T13:24:35.091-0700 3.109 20 5029 9216 0.0146328 2014-05-13T13:24:35.440-0700 3.459 9125 6077 9216 0.0086723 2014-05-13T13:24:37.581-0700 5.599 25 8470 9216 0.0203820 2014-05-13T13:24:42.686-0700 10.704 44 15 9216 0.0288848 2014-05-13T13:24:48.941-0700 16.958 51 20 9216 0.0491244 2014-05-13T13:24:56.049-0700 24.066 92 26 9216 0.0525368 2014-05-13T13:25:34.368-0700 62.383 602 68 9216 0.1721173 Format 2 In some of the log files, the log files with the more verbose format, a single trace, i.e. the report of a singe garbage collection event, was more complicated than Format 1. Here is a text file with an example of a single G1GC trace in the second format. As you can see, it is quite complicated. It is nice that there is so much information available, but the level of detail can be overwhelming. I wrote this awk script (download) to summarize each trace on a single line. #!/usr/bin/env awk -f BEGIN { printf("SecondsSinceLaunch IncrementalCount FullCount UserTime SysTime RealTime BeforeSize AfterSize TotalSize\n") } ###################### # Save count data from lines that are at the start of each G1GC trace. # Each trace starts out like this: # {Heap before GC invocations=14 (full 0): # garbage-first heap total 9437184K, used 325496K [0xfffffffd00000000, 0xffffffff40000000, 0xffffffff40000000) ###################### /{Heap.*full/{ gsub ( "\\)" , "" ); nf=split($0,a,"="); split(a[2],b," "); getline; if ( match($0, "first") ) { G1GC=1; IncrementalCount=b[1]; FullCount=substr( b[3], 1, length(b[3])-1 ); } else { G1GC=0; } } ###################### # Pull out time stamps that are in lines with this format: # 2014-05-12T14:02:06.025-0700: 94.312: [GC pause (young), 0.08870154 secs] ###################### /GC pause/ { DateTime=$1; SecondsSinceLaunch=substr($2, 1, length($2)-1); } ###################### # Heap sizes are in lines that look like this: # [ 4842M->4838M(9216M)] ###################### /\[ .*]$/ { gsub ( "\\[" , "" ); gsub ( "\ \]" , "" ); gsub ( "->" , " " ); gsub ( "\\( " , " " ); gsub ( "\ \)" , " " ); split($0,a," "); if ( split(a[1],b,"M") > 1 ) {BeforeSize=b[1]*1024;} if ( split(a[1],b,"K") > 1 ) {BeforeSize=b[1];} if ( split(a[2],b,"M") > 1 ) {AfterSize=b[1]*1024;} if ( split(a[2],b,"K") > 1 ) {AfterSize=b[1];} if ( split(a[3],b,"M") > 1 ) {TotalSize=b[1]*1024;} if ( split(a[3],b,"K") > 1 ) {TotalSize=b[1];} } ###################### # Emit an output line when you find input that looks like this: # [Times: user=1.41 sys=0.08, real=0.24 secs] ###################### /\[Times/ { if (G1GC==1) { gsub ( "," , "" ); split($2,a,"="); UserTime=a[2]; split($3,a,"="); SysTime=a[2]; split($4,a,"="); RealTime=a[2]; print DateTime,SecondsSinceLaunch,IncrementalCount,FullCount,UserTime,SysTime,RealTime,BeforeSize,AfterSize,TotalSize; G1GC=0; } } The resulting summary is about 25X smaller that the original file, but still difficult for a human to digest. SecondsSinceLaunch IncrementalCount FullCount UserTime SysTime RealTime BeforeSize AfterSize TotalSize ... 2014-05-12T18:36:34.669-0700: 3985.744 561 0 0.57 0.06 0.16 1724416 1720320 9437184 2014-05-12T18:36:34.839-0700: 3985.914 562 0 0.51 0.06 0.19 1724416 1720320 9437184 2014-05-12T18:36:35.069-0700: 3986.144 563 0 0.60 0.04 0.27 1724416 1721344 9437184 2014-05-12T18:36:35.354-0700: 3986.429 564 0 0.33 0.04 0.09 1725440 1722368 9437184 2014-05-12T18:36:35.545-0700: 3986.620 565 0 0.58 0.04 0.17 1726464 1722368 9437184 2014-05-12T18:36:35.726-0700: 3986.801 566 0 0.43 0.05 0.12 1726464 1722368 9437184 2014-05-12T18:36:35.856-0700: 3986.930 567 0 0.30 0.04 0.07 1726464 1723392 9437184 2014-05-12T18:36:35.947-0700: 3987.023 568 0 0.61 0.04 0.26 1727488 1723392 9437184 2014-05-12T18:36:36.228-0700: 3987.302 569 0 0.46 0.04 0.16 1731584 1724416 9437184 Reading the Data into R Once the GC log data had been cleansed, either by processing the first format with the shell script, or by processing the second format with the awk script, it was easy to read the data into R. g1gc.df = read.csv("summary.txt", row.names = NULL, stringsAsFactors=FALSE,sep="") str(g1gc.df) ## 'data.frame': 8307 obs. of 10 variables: ## $ row.names : chr "2014-05-12T14:00:32.868-0700:" "2014-05-12T14:00:33.179-0700:" "2014-05-12T14:00:33.677-0700:" "2014-05-12T14:00:35.538-0700:" ... ## $ SecondsSinceLaunch: num 1.16 1.47 1.97 3.83 6.1 ... ## $ IncrementalCount : int 0 1 2 3 4 5 6 7 8 9 ... ## $ FullCount : int 0 0 0 0 0 0 0 0 0 0 ... ## $ UserTime : num 0.11 0.05 0.04 0.21 0.08 0.26 0.31 0.33 0.34 0.56 ... ## $ SysTime : num 0.04 0.01 0.01 0.05 0.01 0.06 0.07 0.06 0.07 0.09 ... ## $ RealTime : num 0.02 0.02 0.01 0.04 0.02 0.04 0.05 0.04 0.04 0.06 ... ## $ BeforeSize : int 8192 5496 5768 22528 24576 43008 34816 53248 55296 93184 ... ## $ AfterSize : int 1400 1672 2557 4907 7072 14336 16384 18432 19456 21504 ... ## $ TotalSize : int 9437184 9437184 9437184 9437184 9437184 9437184 9437184 9437184 9437184 9437184 ... head(g1gc.df) ## row.names SecondsSinceLaunch IncrementalCount ## 1 2014-05-12T14:00:32.868-0700: 1.161 0 ## 2 2014-05-12T14:00:33.179-0700: 1.472 1 ## 3 2014-05-12T14:00:33.677-0700: 1.969 2 ## 4 2014-05-12T14:00:35.538-0700: 3.830 3 ## 5 2014-05-12T14:00:37.811-0700: 6.103 4 ## 6 2014-05-12T14:00:41.428-0700: 9.720 5 ## FullCount UserTime SysTime RealTime BeforeSize AfterSize TotalSize ## 1 0 0.11 0.04 0.02 8192 1400 9437184 ## 2 0 0.05 0.01 0.02 5496 1672 9437184 ## 3 0 0.04 0.01 0.01 5768 2557 9437184 ## 4 0 0.21 0.05 0.04 22528 4907 9437184 ## 5 0 0.08 0.01 0.02 24576 7072 9437184 ## 6 0 0.26 0.06 0.04 43008 14336 9437184 Basic Statistics Once the data has been read into R, simple statistics are very easy to generate. All of the numbers from high school statistics are available via simple commands. For example, generate a summary of every column: summary(g1gc.df) ## row.names SecondsSinceLaunch IncrementalCount FullCount ## Length:8307 Min. : 1 Min. : 0 Min. : 0.0 ## Class :character 1st Qu.: 9977 1st Qu.:2048 1st Qu.: 0.0 ## Mode :character Median :12855 Median :4136 Median : 12.0 ## Mean :12527 Mean :4156 Mean : 31.6 ## 3rd Qu.:15758 3rd Qu.:6262 3rd Qu.: 61.0 ## Max. :55484 Max. :8391 Max. :113.0 ## UserTime SysTime RealTime BeforeSize ## Min. :0.040 Min. :0.0000 Min. : 0.0 Min. : 5476 ## 1st Qu.:0.470 1st Qu.:0.0300 1st Qu.: 0.1 1st Qu.:5137920 ## Median :0.620 Median :0.0300 Median : 0.1 Median :6574080 ## Mean :0.751 Mean :0.0355 Mean : 0.3 Mean :5841855 ## 3rd Qu.:0.920 3rd Qu.:0.0400 3rd Qu.: 0.2 3rd Qu.:7084032 ## Max. :3.370 Max. :1.5600 Max. :488.1 Max. :8696832 ## AfterSize TotalSize ## Min. : 1380 Min. :9437184 ## 1st Qu.:5002752 1st Qu.:9437184 ## Median :6559744 Median :9437184 ## Mean :5785454 Mean :9437184 ## 3rd Qu.:7054336 3rd Qu.:9437184 ## Max. :8482816 Max. :9437184 Q: What is the total amount of User CPU time spent in garbage collection? sum(g1gc.df$UserTime) ## [1] 6236 As you can see, less than two hours of CPU time was spent in garbage collection. Is that too much? To find the percentage of time spent in garbage collection, divide the number above by total_elapsed_time*CPU_count. In this case, there are a lot of CPU’s and it turns out the the overall amount of CPU time spent in garbage collection isn’t a problem when viewed in isolation. When calculating rates, i.e. events per unit time, you need to ask yourself if the rate is homogenous across the time period in the log file. Does the log file include spikes of high activity that should be separately analyzed? Averaging in data from nights and weekends with data from business hours may alias problems. If you have a reason to suspect that the garbage collection rates include peaks and valleys that need independent analysis, see the “Time Series” section, below. Q: How much garbage is collected on each pass? The amount of heap space that is recovered per GC pass is surprisingly low: At least one collection didn’t recover any data. (“Min.=0”) 25% of the passes recovered 3MB or less. (“1st Qu.=3072”) Half of the GC passes recovered 4MB or less. (“Median=4096”) The average amount recovered was 56MB. (“Mean=56390”) 75% of the passes recovered 36MB or less. (“3rd Qu.=36860”) At least one pass recovered 2GB. (“Max.=2121000”) g1gc.df$Delta = g1gc.df$BeforeSize - g1gc.df$AfterSize summary(g1gc.df$Delta) ## Min. 1st Qu. Median Mean 3rd Qu. Max. ## 0 3070 4100 56400 36900 2120000 Q: What is the maximum User CPU time for a single collection? The worst garbage collection (“Max.”) is many standard deviations away from the mean. The data appears to be right skewed. summary(g1gc.df$UserTime) ## Min. 1st Qu. Median Mean 3rd Qu. Max. ## 0.040 0.470 0.620 0.751 0.920 3.370 sd(g1gc.df$UserTime) ## [1] 0.3966 Basic Graphics Once the data is in R, it is trivial to plot the data with formats including dot plots, line charts, bar charts (simple, stacked, grouped), pie charts, boxplots, scatter plots histograms, and kernel density plots. Histogram of User CPU Time per Collection I don't think that this graph requires any explanation. hist(g1gc.df$UserTime, main="User CPU Time per Collection", xlab="Seconds", ylab="Frequency") Box plot to identify outliers When the initial data is viewed with a box plot, you can see the one crazy outlier in the real time per GC. Save this data point for future analysis and drop the outlier so that it’s not throwing off our statistics. Now the box plot shows many outliers, which will be examined later, using times series analysis. Notice that the scale of the x-axis changes drastically once the crazy outlier is removed. par(mfrow=c(2,1)) boxplot(g1gc.df$UserTime,g1gc.df$SysTime,g1gc.df$RealTime, main="Box Plot of Time per GC\n(dominated by a crazy outlier)", names=c("usr","sys","elapsed"), xlab="Seconds per GC", ylab="Time (Seconds)", horizontal = TRUE, outcol="red") crazy.outlier.df=g1gc.df[g1gc.df$RealTime > 400,] g1gc.df=g1gc.df[g1gc.df$RealTime < 400,] boxplot(g1gc.df$UserTime,g1gc.df$SysTime,g1gc.df$RealTime, main="Box Plot of Time per GC\n(crazy outlier excluded)", names=c("usr","sys","elapsed"), xlab="Seconds per GC", ylab="Time (Seconds)", horizontal = TRUE, outcol="red") box(which = "outer", lty = "solid") Here is the crazy outlier for future analysis: crazy.outlier.df ## row.names SecondsSinceLaunch IncrementalCount ## 8233 2014-05-12T23:15:43.903-0700: 20741 8316 ## FullCount UserTime SysTime RealTime BeforeSize AfterSize TotalSize ## 8233 112 0.55 0.42 488.1 8381440 8235008 9437184 ## Delta ## 8233 146432 R Time Series Data To analyze the garbage collection as a time series, I’ll use Z’s Ordered Observations (zoo). “zoo is the creator for an S3 class of indexed totally ordered observations which includes irregular time series.” require(zoo) ## Loading required package: zoo ## ## Attaching package: 'zoo' ## ## The following objects are masked from 'package:base': ## ## as.Date, as.Date.numeric head(g1gc.df[,1]) ## [1] "2014-05-12T14:00:32.868-0700:" "2014-05-12T14:00:33.179-0700:" ## [3] "2014-05-12T14:00:33.677-0700:" "2014-05-12T14:00:35.538-0700:" ## [5] "2014-05-12T14:00:37.811-0700:" "2014-05-12T14:00:41.428-0700:" options("digits.secs"=3) times=as.POSIXct( g1gc.df[,1], format="%Y-%m-%dT%H:%M:%OS%z:") g1gc.z = zoo(g1gc.df[,-c(1)], order.by=times) head(g1gc.z) ## SecondsSinceLaunch IncrementalCount FullCount ## 2014-05-12 17:00:32.868 1.161 0 0 ## 2014-05-12 17:00:33.178 1.472 1 0 ## 2014-05-12 17:00:33.677 1.969 2 0 ## 2014-05-12 17:00:35.538 3.830 3 0 ## 2014-05-12 17:00:37.811 6.103 4 0 ## 2014-05-12 17:00:41.427 9.720 5 0 ## UserTime SysTime RealTime BeforeSize AfterSize ## 2014-05-12 17:00:32.868 0.11 0.04 0.02 8192 1400 ## 2014-05-12 17:00:33.178 0.05 0.01 0.02 5496 1672 ## 2014-05-12 17:00:33.677 0.04 0.01 0.01 5768 2557 ## 2014-05-12 17:00:35.538 0.21 0.05 0.04 22528 4907 ## 2014-05-12 17:00:37.811 0.08 0.01 0.02 24576 7072 ## 2014-05-12 17:00:41.427 0.26 0.06 0.04 43008 14336 ## TotalSize Delta ## 2014-05-12 17:00:32.868 9437184 6792 ## 2014-05-12 17:00:33.178 9437184 3824 ## 2014-05-12 17:00:33.677 9437184 3211 ## 2014-05-12 17:00:35.538 9437184 17621 ## 2014-05-12 17:00:37.811 9437184 17504 ## 2014-05-12 17:00:41.427 9437184 28672 Example of Two Benchmark Runs in One Log File The data in the following graph is from a different log file, not the one of primary interest to this article. I’m including this image because it is an example of idle periods followed by busy periods. It would be uninteresting to average the rate of garbage collection over the entire log file period. More interesting would be the rate of garbage collect in the two busy periods. Are they the same or different? Your production data may be similar, for example, bursts when employees return from lunch and idle times on weekend evenings, etc. Once the data is in an R Time Series, you can analyze isolated time windows. Clipping the Time Series data Flashing back to our test case… Viewing the data as a time series is interesting. You can see that the work intensive time period is between 9:00 PM and 3:00 AM. Lets clip the data to the interesting period:     par(mfrow=c(2,1)) plot(g1gc.z$UserTime, type="h", main="User Time per GC\nTime: Complete Log File", xlab="Time of Day", ylab="CPU Seconds per GC", col="#1b9e77") clipped.g1gc.z=window(g1gc.z, start=as.POSIXct("2014-05-12 21:00:00"), end=as.POSIXct("2014-05-13 03:00:00")) plot(clipped.g1gc.z$UserTime, type="h", main="User Time per GC\nTime: Limited to Benchmark Execution", xlab="Time of Day", ylab="CPU Seconds per GC", col="#1b9e77") box(which = "outer", lty = "solid") Cumulative Incremental and Full GC count Here is the cumulative incremental and full GC count. When the line is very steep, it indicates that the GCs are repeating very quickly. Notice that the scale on the Y axis is different for full vs. incremental. plot(clipped.g1gc.z[,c(2:3)], main="Cumulative Incremental and Full GC count", xlab="Time of Day", col="#1b9e77") GC Analysis of Benchmark Execution using Time Series data In the following series of 3 graphs: The “After Size” show the amount of heap space in use after each garbage collection. Many Java objects are still referenced, i.e. alive, during each garbage collection. This may indicate that the application has a memory leak, or may indicate that the application has a very large memory footprint. Typically, an application's memory footprint plateau's in the early stage of execution. One would expect this graph to have a flat top. The steep decline in the heap space may indicate that the application crashed after 2:00. The second graph shows that the outliers in real execution time, discussed above, occur near 2:00. when the Java heap seems to be quite full. The third graph shows that Full GCs are infrequent during the first few hours of execution. The rate of Full GC's, (the slope of the cummulative Full GC line), changes near midnight.   plot(clipped.g1gc.z[,c("AfterSize","RealTime","FullCount")], xlab="Time of Day", col=c("#1b9e77","red","#1b9e77")) GC Analysis of heap recovered Each GC trace includes the amount of heap space in use before and after the individual GC event. During garbage coolection, unreferenced objects are identified, the space holding the unreferenced objects is freed, and thus, the difference in before and after usage indicates how much space has been freed. The following box plot and bar chart both demonstrate the same point - the amount of heap space freed per garbage colloection is surprisingly low. par(mfrow=c(2,1)) boxplot(as.vector(clipped.g1gc.z$Delta), main="Amount of Heap Recovered per GC Pass", xlab="Size in KB", horizontal = TRUE, col="red") hist(as.vector(clipped.g1gc.z$Delta), main="Amount of Heap Recovered per GC Pass", xlab="Size in KB", breaks=100, col="red") box(which = "outer", lty = "solid") This graph is the most interesting. The dark blue area shows how much heap is occupied by referenced Java objects. This represents memory that holds live data. The red fringe at the top shows how much data was recovered after each garbage collection. barplot(clipped.g1gc.z[,c("AfterSize","Delta")], col=c("#7570b3","#e7298a"), xlab="Time of Day", border=NA) legend("topleft", c("Live Objects","Heap Recovered on GC"), fill=c("#7570b3","#e7298a")) box(which = "outer", lty = "solid") When I discuss the data in the log files with the customer, I will ask for an explaination for the large amount of referenced data resident in the Java heap. There are two are posibilities: There is a memory leak and the amount of space required to hold referenced objects will continue to grow, limited only by the maximum heap size. After the maximum heap size is reached, the JVM will throw an “Out of Memory” exception every time that the application tries to allocate a new object. If this is the case, the aplication needs to be debugged to identify why old objects are referenced when they are no longer needed. The application has a legitimate requirement to keep a large amount of data in memory. The customer may want to further increase the maximum heap size. Another possible solution would be to partition the application across multiple cluster nodes, where each node has responsibility for managing a unique subset of the data. Conclusion In conclusion, R is a very powerful tool for the analysis of Java garbage collection log files. The primary difficulty is data cleansing so that information can be read into an R data frame. Once the data has been read into R, a rich set of tools may be used for thorough evaluation.

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  • useFastClick in JQuery Mobile

    - by Yousef_Jadallah
      Normal 0 false false false EN-US X-NONE AR-SA /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi;} For who want to convert the application from JQM Alpha to JQM Beta 1, needs to bind  click  events to the new vclick one. Click event is working in general browsers butt that is needed for iOS and Android, useFastClick  is (touch + mouse click). Moreover if you have this event alot in your project you can turn useFastClick off in mobileinit event: $(document).bind("mobileinit", function () {             $.mobile.useFastClick = false; });   vclick event is needed to support touch events to make the page changes to happen faster, and to perform the URL hiding. So you need to change something like this  $('btnShow').live("click", function (evt) {   To :  $('btnShow').live("vclick", function (evt) {     For more information : http://jquerymobile.com/test/docs/api/globalconfig.html   Here you can find full example in this case : <!DOCTYPE ><html xmlns="http://www.w3.org/1999/xhtml"><head>    <link rel="stylesheet" href="http://code.jquery.com/mobile/1.0b1/jquery.mobile-1.0b1.min.css" />    <script src="http://code.jquery.com/jquery-1.6.1.min.js"></script>    <script src="http://code.jquery.com/mobile/1.0b1/jquery.mobile-1.0b1.min.js"></script>    <script type="text/javascript">     //Here you need to use vclick instead of click event         $('ul[id="MylistView"] a').live("vclick", function (evt) {            alert('list click');        });      </script>    <title></title></head><body>    <div id="FirstPage" data-role="page" data-theme="b">        <div data-role="header">            <h1>                Page Title</h1>        </div>        <div data-role="content">            <ul id="MylistView" data-role="listview" data-theme="g">                <li><a href="#SecondPage">Acura</a></li>                <li><a href="#SecondPage">Audi</a></li>                <li><a href="#SecondPage">BMW</a></li>            </ul>        </div>        <div data-role="footer">            <h4>                Page Footer</h4>        </div>    </div>    <div id="SecondPage" data-role="page" data-theme="b"   >        <div data-role="header" >            <h1>                Page Title</h1>        </div>        Second Page        <div data-role="footer">            <h4>                Page Footer</h4>        </div>    </div></body></html>     Hope that helps.

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  • Rebuilding CoasterBuzz, Part IV: Dependency injection, it's what's for breakfast

    - by Jeff
    (Repost from my personal blog.) This is another post in a series about rebuilding one of my Web sites, which has been around for 12 years. I hope to relaunch soon. More: Part I: Evolution, and death to WCF Part II: Hot data objects Part III: The architecture using the "Web stack of love" If anything generally good for the craft has come out of the rise of ASP.NET MVC, it's that people are more likely to use dependency injection, and loosely couple the pieces parts of their applications. A lot of the emphasis on coding this way has been to facilitate unit testing, and that's awesome. Unit testing makes me feel a lot less like a hack, and a lot more confident in what I'm doing. Dependency injection is pretty straight forward. It says, "Given an instance of this class, I need instances of other classes, defined not by their concrete implementations, but their interfaces." Probably the first place a developer exercises this in when having a class talk to some kind of data repository. For a very simple example, pretend the FooService has to get some Foo. It looks like this: public class FooService {    public FooService(IFooRepository fooRepo)    {       _fooRepo = fooRepo;    }    private readonly IFooRepository _fooRepo;    public Foo GetMeFoo()    {       return _fooRepo.FooFromDatabase();    } } When we need the FooService, we ask the dependency container to get it for us. It says, "You'll need an IFooRepository in that, so let me see what that's mapped to, and put it in there for you." Why is this good for you? It's good because your FooService doesn't know or care about how you get some foo. You can stub out what the methods and properties on a fake IFooRepository might return, and test just the FooService. I don't want to get too far into unit testing, but it's the most commonly cited reason to use DI containers in MVC. What I wanted to mention is how there's another benefit in a project like mine, where I have to glue together a bunch of stuff. For example, when I have someone sign up for a new account on CoasterBuzz, I'm actually using POP Forums' new account mailer, which composes a bunch of text that includes a link to verify your account. The thing is, I want to use custom text and some other logic that's specific to CoasterBuzz. To accomplish this, I make a new class that inherits from the forum's NewAccountMailer, and override some stuff. Easy enough. Then I use Ninject, the DI container I'm using, to unbind the forum's implementation, and substitute my own. Ninject uses something called a NinjectModule to bind interfaces to concrete implementations. The forum has its own module, and then the CoasterBuzz module is loaded second. The CB module has two lines of code to swap out the mailer implementation: Unbind<PopForums.Email.INewAccountMailer>(); Bind<PopForums.Email.INewAccountMailer>().To<CbNewAccountMailer>(); Piece of cake! Now, when code asks the DI container for an INewAccountMailer, it gets my custom implementation instead. This is a lot easier to deal with than some of the alternatives. I could do some copy-paste, but then I'm not using well-tested code from the forum. I could write stuff from scratch, but then I'm throwing away a bunch of logic I've already written (in this case, stuff around e-mail, e-mail settings, mail delivery failures). There are other places where the DI container comes in handy. For example, CoasterBuzz does a number of custom things with user profiles, and special content for paid members. It uses the forum as the core piece to managing users, so I can ask the container to get me instances of classes that do user lookups, for example, and have zero care about how the forum handles database calls, configuration, etc. What a great world to live in, compared to ten years ago. Sure, the primary interest in DI is around the "separation of concerns" and facilitating unit testing, but as your library grows and you use more open source, it starts to be the glue that pulls everything together.

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  • YouTube Scalability Lessons

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Courier New"; }@font-face { font-family: "Wingdings"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }h2 { margin: 12pt 0cm 3pt; page-break-after: avoid; font-size: 14pt; font-family: "Times New Roman"; font-style: italic; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }span.Heading2Char { font-family: Calibri; font-weight: bold; font-style: italic; }div.Section1 { page: Section1; }ol { margin-bottom: 0cm; }ul { margin-bottom: 0cm; } Very interesting blog post by Todd Hoff at highscalability.com presenting “7 Years of YouTube Scalability Lessons in 30 min” based on a presentation from Mike Solomon, one of the original engineers at YouTube: …. The key takeaway away of the talk for me was doing a lot with really simple tools. While many teams are moving on to more complex ecosystems, YouTube really does keep it simple. They program primarily in Python, use MySQL as their database, they’ve stuck with Apache, and even new features for such a massive site start as a very simple Python program. That doesn’t mean YouTube doesn’t do cool stuff, they do, but what makes everything work together is more a philosophy or a way of doing things than technological hocus pocus. What made YouTube into one of the world’s largest websites? Read on and see... Stats @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } 4 billion Views a day 60 hours of video is uploaded every minute 350+ million devices are YouTube enabled Revenue double in 2010 The number of videos has gone up 9 orders of magnitude and the number of developers has only gone up two orders of magnitude. 1 million lines of Python code Stack @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Python - most of the lines of code for YouTube are still in Python. Everytime you watch a YouTube video you are executing a bunch of Python code. Apache - when you think you need to get rid of it, you don’t. Apache is a real rockstar technology at YouTube because they keep it simple. Every request goes through Apache. Linux - the benefit of Linux is there’s always a way to get in and see how your system is behaving. No matter how bad your app is behaving, you can take a look at it with Linux tools like strace and tcpdump. MySQL - is used a lot. When you watch a video you are getting data from MySQL. Sometime it’s used a relational database or a blob store. It’s about tuning and making choices about how you organize your data. Vitess- a  new project released by YouTube, written in Go, it’s a frontend to MySQL. It does a lot of optimization on the fly, it rewrites queries and acts as a proxy. Currently it serves every YouTube database request. It’s RPC based. Zookeeper - a distributed lock server. It’s used for configuration. Really interesting piece of technology. Hard to use correctly so read the manual Wiseguy - a CGI servlet container. Spitfire - a templating system. It has an abstract syntax tree that let’s them do transformations to make things go faster. Serialization formats - no matter which one you use, they are all expensive. Measure. Don’t use pickle. Not a good choice. Found protocol buffers slow. They wrote their own BSON implementation, which is 10-15 time faster than the one you can download. ...Contiues. Read the blog Watch the video

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  • Alternative way of developing for ASP.NET to WebForms - Any problems with this?

    - by John
    So I have been developing in ASP.NET WebForms for some time now but often get annoyed with all the overhead (like ViewState and all the JavaScript it generates), and the way WebForms takes over a lot of the HTML generation. Sometimes I just want full control over the markup and produce efficient HTML of my own so I have been experimenting with what I like to call HtmlForms. Essentially this is using ASP.NET WebForms but without the form runat="server" tag. Without this tag, ASP.NET does not seem to add anything to the page at all. From some basic tests it seems that it runs well and you still have the ability to use code-behind pages, and many ASP.NET controls such as repeaters. Of course without the form runat="server" many controls won't work. A post at Enterprise Software Development lists the controls that do require the tag. From that list you will see that all of the form elements like TextBoxes, DropDownLists, RadioButtons, etc cannot be used. Instead you use normal HTML form controls. But how do you access these HTML controls from the code behind? Retrieving values on post back is easy, you just use Request.QueryString or Request.Form. But passing data to the control could be a little messy. Do you use a ASP.NET Literal control in the value field or do you use <%= value % in the markup page? I found it best to add runat="server" to my HTML controls and then you can access the control in your code-behind like this: ((HtmlInputText)txtName).Value = "blah"; Here's a example that shows what you can do with a textbox and drop down list: Default.aspx <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="NoForm.Default" %> <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="NoForm.Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN""http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form action="" method="post"> <label for="txtName">Name:</label> <input id="txtName" name="txtName" runat="server" /><br /> <label for="ddlState">State:</label> <select id="ddlState" name="ddlState" runat="server"> <option value=""></option> </select><br /> <input type="submit" value="Submit" /> </form> </body> </html> Default.aspx.cs using System; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; namespace NoForm { public partial class Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { //Default values string name = string.Empty; string state = string.Empty; if (Request.RequestType == "POST") { //If form submitted (post back) name = Request.Form["txtName"]; state = Request.Form["ddlState"]; //Server side form validation would go here //and actions to process form and redirect } ((HtmlInputText)txtName).Value = name; ((HtmlSelect)ddlState).Items.Add(new ListItem("ACT")); ((HtmlSelect)ddlState).Items.Add(new ListItem("NSW")); ((HtmlSelect)ddlState).Items.Add(new ListItem("NT")); ((HtmlSelect)ddlState).Items.Add(new ListItem("QLD")); ((HtmlSelect)ddlState).Items.Add(new ListItem("SA")); ((HtmlSelect)ddlState).Items.Add(new ListItem("TAS")); ((HtmlSelect)ddlState).Items.Add(new ListItem("VIC")); ((HtmlSelect)ddlState).Items.Add(new ListItem("WA")); if (((HtmlSelect)ddlState).Items.FindByValue(state) != null) ((HtmlSelect)ddlState).Value = state; } } } As you can see, you have similar functionality to ASP.NET server controls but more control over the final markup, and less overhead like ViewState and all the JavaScript ASP.NET adds. Interestingly you can also use HttpPostedFile to handle file uploads using your own input type="file" control (and necessary form enctype="multipart/form-data"). So my question is can you see any problems with this method, and any thoughts on it's usefulness? I have further details and tests on my blog.

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  • Issue with a point coordinates, which creates an unwanted triangle

    - by Paul
    I would like to connect the points from the red path, to the y-axis in blue. I figured out that the problem with my triangles came from the first point (V0) : it is not located where it should be. In the console, it says its location is at 0,0, but in the emulator, it is not. The code : for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } The output : _polyVertices[i-1].x : 0.000000, _polyVertices[i-1].y : 0.000000 _polyVertices[i].x : 50.000000, _polyVertices[i].y : 0.000000 And the result : (the layer goes up, i could not take the screenshot before the layer started to go up, but the first red point starts at y=0) : Then it creates an unwanted triangle when the code continues : Would you have any idea about this? (So to force the first blue point to start at 0,0, and not at 50,0 as it seems to be now) Here is the code : - (void)generatePath{ float x = 50; //first red point float y = 0; for(int i = 0; i < kMaxKeyPoints+1; i++) { if (i<3){ _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<20){ //going right _hillKeyPoints[i] = CGPointMake(x, y); x += (random() % (int) 30); y += -40; } else if(i<25){ //stabilize _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<30){ //going left _hillKeyPoints[i] = CGPointMake(x, y); //x -= (random() % (int) 10); x = 150 + (random() % (int) 30); y += -40; } else { //back to normal _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } } } -(void)generatePolygons{ static int prevFromKeyPointI = -1; static int prevToKeyPointI = -1; // key points interval for drawing while (_hillKeyPoints[_fromKeyPointI].y > -_offsetY+winSizeTop) { _fromKeyPointI++; } while (_hillKeyPoints[_toKeyPointI].y > -_offsetY-winSizeBottom) { _toKeyPointI++; } if (prevFromKeyPointI != _fromKeyPointI || prevToKeyPointI != _toKeyPointI) { _nPolyVertices = 0; float x1 = 0; int keyPoints = _fromKeyPointI; for (int i=_fromKeyPointI; i<_toKeyPointI; i++){ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); //first blue point _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //CCLOG(@"_nPolyVertices V2 again : %i", _nPolyVertices); //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } prevFromKeyPointI = _fromKeyPointI; prevToKeyPointI = _toKeyPointI; } } - (void) draw { //RED glColor4f(1, 1, 1, 1); for(int i = MAX(_fromKeyPointI, 1); i <= _toKeyPointI; ++i) { glColor4f(1.0, 0, 0, 1.0); ccDrawLine(_hillKeyPoints[i-1], _hillKeyPoints[i]); } //BLUE glColor4f(0, 0, 1, 1); for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } } Thanks

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Documentation Changes in Solaris 11.1

    - by alanc
    One of the first places you can see Solaris 11.1 changes are in the docs, which have now been posted in the Solaris 11.1 Library on docs.oracle.com. I spent a good deal of time reviewing documentation for this release, and thought some would be interesting to blog about, but didn't review all the changes (not by a long shot), and am not going to cover all the changes here, so there's plenty left for you to discover on your own. Just comparing the Solaris 11.1 Library list of docs against the Solaris 11 list will show a lot of reorganization and refactoring of the doc set, especially in the system administration guides. Hopefully the new break down will make it easier to get straight to the sections you need when a task is at hand. Packaging System Unfortunately, the excellent in-depth guide for how to build packages for the new Image Packaging System (IPS) in Solaris 11 wasn't done in time to make the initial Solaris 11 doc set. An interim version was published shortly after release, in PDF form on the OTN IPS page. For Solaris 11.1 it was included in the doc set, as Packaging and Delivering Software With the Image Packaging System in Oracle Solaris 11.1, so should be easier to find, and easier to share links to specific pages the HTML version. Beyond just how to build a package, it includes details on how Solaris is packaged, and how package updates work, which may be useful to all system administrators who deal with Solaris 11 upgrades & installations. The Adding and Updating Oracle Solaris 11.1 Software Packages was also extended, including new sections on Relaxing Version Constraints Specified by Incorporations and Locking Packages to a Specified Version that may be of interest to those who want to keep the Solaris 11 versions of certain packages when they upgrade, such as the couple of packages that had functionality removed by an (unusual for an update release) End of Feature process in the 11.1 release. Also added in this release is a document containing the lists of all the packages in each of the major package groups in Solaris 11.1 (solaris-desktop, solaris-large-server, and solaris-small-server). While you can simply get the contents of those groups from the package repository, either via the web interface or the pkg command line, the documentation puts them in handy tables for easier side-by-side comparison, or viewing the lists before you've installed the system to pick which one you want to initially install. X Window System We've not had good X11 coverage in the online Solaris docs in a while, mostly relying on the man pages, and upstream X.Org docs. In this release, we've integrated some X coverage into the Solaris 11.1 Desktop Adminstrator's Guide, including sections on installing fonts for fontconfig or legacy X11 clients, X server configuration, and setting up remote access via X11 or VNC. Of course we continue to work on improving the docs, including a lot of contributions to the upstream docs all OS'es share (more about that another time). Security One of the things Oracle likes to do for its products is to publish security guides for administrators & developers to know how to build systems that meet their security needs. For Solaris, we started this with Solaris 11, providing a guide for sysadmins to find where the security relevant configuration options were documented. The Solaris 11.1 Security Guidelines extend this to cover new security features, such as Address Space Layout Randomization (ASLR) and Read-Only Zones, as well as adding additional guidelines for existing features, such as how to limit the size of tmpfs filesystems, to avoid users driving the system into swap thrashing situations. For developers, the corresponding document is the Developer's Guide to Oracle Solaris 11 Security, which has been the source for years for documentation of security-relevant Solaris API's such as PAM, GSS-API, and the Solaris Cryptographic Framework. For Solaris 11.1, a new appendix was added to start providing Secure Coding Guidelines for Developers, leveraging the CERT Secure Coding Standards and OWASP guidelines to provide the base recommendations for common programming languages and their standard API's. Solaris specific secure programming guidance was added via links to other documentation in the product doc set. In parallel, we updated the Solaris C Libary Functions security considerations list with details of Solaris 11 enhancements such as FD_CLOEXEC flags, additional *at() functions, and new stdio functions such as asprintf() and getline(). A number of code examples throughout the Solaris 11.1 doc set were updated to follow these recommendations, changing unbounded strcpy() calls to strlcpy(), sprintf() to snprintf(), etc. so that developers following our examples start out with safer code. The Writing Device Drivers guide even had the appendix updated to list which of these utility functions, like snprintf() and strlcpy(), are now available via the Kernel DDI. Little Things Of course all the big new features got documented, and some major efforts were put into refactoring and renovation, but there were also a lot of smaller things that got fixed as well in the nearly a year between the Solaris 11 and 11.1 doc releases - again too many to list here, but a random sampling of the ones I know about & found interesting or useful: The Privileges section of the DTrace Guide now gives users a pointer to find out how to set up DTrace privileges for non-global zones and what limitations are in place there. A new section on Recommended iSCSI Configuration Practices was added to the iSCSI configuration section when it moved into the SAN Configuration and Multipathing administration guide. The Managing System Power Services section contains an expanded explanation of the various tunables for power management in Solaris 11.1. The sample dcmd sources in /usr/demo/mdb were updated to include ::help output, so that developers like myself who follow the examples don't forget to include it (until a helpful code reviewer pointed it out while reviewing the mdb module changes for Xorg 1.12). The README file in that directory was updated to show the correct paths for installing both kernel & userspace modules, including the 64-bit variants.

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Triangle Picking Picking Back faces

    - by Tangeleno
    I'm having a bit of trouble with 3D picking, at first I thought my ray was inaccurate but it turns out that the picking is happening on faces facing the camera and faces facing away from the camera which I'm currently culling. Here's my ray creation code, I'm pretty sure the problem isn't here but I've been wrong before. private uint Pick() { Ray cursorRay = CalculateCursorRay(); Vector3? point = Control.Mesh.RayCast(cursorRay); if (point != null) { Tile hitTile = Control.TileMesh.GetTileAtPoint(point); return hitTile == null ? uint.MaxValue : (uint)(hitTile.X + hitTile.Y * Control.Generator.TilesWide); } return uint.MaxValue; } private Ray CalculateCursorRay() { Vector3 nearPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 0f)); Vector3 farPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 1f)); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } public Vector3 Camera.Unproject(Vector3 source) { Vector4 result; result.X = (source.X - _control.ClientRectangle.X) * 2 / _control.ClientRectangle.Width - 1; result.Y = (source.Y - _control.ClientRectangle.Y) * 2 / _control.ClientRectangle.Height - 1; result.Z = source.Z - 1; if (_farPlane - 1 == 0) result.Z = 0; else result.Z = result.Z / (_farPlane - 1); result.W = 1f; result = Vector4.Transform(result, Matrix4.Invert(ProjectionMatrix)); result = Vector4.Transform(result, Matrix4.Invert(ViewMatrix)); result = Vector4.Transform(result, Matrix4.Invert(_world)); result = Vector4.Divide(result, result.W); return new Vector3(result.X, result.Y, result.Z); } And my triangle intersection code. Ripped mainly from the XNA picking sample. public float? Intersects(Ray ray) { float? closestHit = Bounds.Intersects(ray); if (closestHit != null && Vertices.Length == 3) { Vector3 e1, e2; Vector3.Subtract(ref Vertices[1].Position, ref Vertices[0].Position, out e1); Vector3.Subtract(ref Vertices[2].Position, ref Vertices[0].Position, out e2); Vector3 directionCrossEdge2; Vector3.Cross(ref ray.Direction, ref e2, out directionCrossEdge2); float determinant; Vector3.Dot(ref e1, ref directionCrossEdge2, out determinant); if (determinant > -float.Epsilon && determinant < float.Epsilon) return null; float inverseDeterminant = 1.0f/determinant; Vector3 distanceVector; Vector3.Subtract(ref ray.Position, ref Vertices[0].Position, out distanceVector); float triangleU; Vector3.Dot(ref distanceVector, ref directionCrossEdge2, out triangleU); triangleU *= inverseDeterminant; if (triangleU < 0 || triangleU > 1) return null; Vector3 distanceCrossEdge1; Vector3.Cross(ref distanceVector, ref e1, out distanceCrossEdge1); float triangleV; Vector3.Dot(ref ray.Direction, ref distanceCrossEdge1, out triangleV); triangleV *= inverseDeterminant; if (triangleV < 0 || triangleU + triangleV > 1) return null; float rayDistance; Vector3.Dot(ref e2, ref distanceCrossEdge1, out rayDistance); rayDistance *= inverseDeterminant; if (rayDistance < 0) return null; return rayDistance; } return closestHit; } I'll admit I don't fully understand all of the math behind the intersection and that is something I'm working on, but my understanding was that if rayDistance was less than 0 the face was facing away from the camera, and shouldn't be counted as a hit. So my question is, is there an issue with my intersection or ray creation code, or is there another check I need to perform to tell if the face is facing away from the camera, and if so any hints on what that check might contain would be appreciated.

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  • Application Composer Series: Where and When to use Groovy

    - by Richard Bingham
    This brief post is really intended as more of a reference than an article. The table below highlights two things, firstly where you can add you own custom logic via groovy code (end column), and secondly (middle column) when you might use each particular feature. Obviously this applies only where Application Composer exists, namely Fusion CRM and Oracle Sales Cloud, and is based on current (release 8) functionality. Feature Most Common Use Case Groovy Field Triggers React to run-time data changes. Only fired when the field is changed and upon submit. Y Object Triggers To extend the standard processing logic for an object, based on record creation, updates and deletes. There is a split between these firing events, with some related to UI/ADF actions and others originating in the database. UI Trigger Points: After Create - fires when a new object record is created. Commonly used to set default values for fields. Before Modify - Fires when the end-user tries to modify a field value. Could be used for generic warnings or extra security logic. Before Invalidate - Fires on the parent object when one of its child object records is created, updated, or deleted. For building in relationship logic. Before Remove - Fires when an attempt is made to delete an object record. Can be used to create conditions that prevent deletes. Database Trigger Points: Before Insert in Database - Fires before a new object is inserted into the database. Can be used to ensure a dependent record exists or check for duplicates. After Insert in Database - Fires after a new object is inserted into the database. Could be used to create a complementary record. Before Update in Database -Fires before an existing object is modified in the database. Could be used to check dependent record values. After Update in Database - Fires after an existing object is modified in the database. Could be used to update a complementary record. Before Delete in Database - Fires before an existing object is deleted from the database. Could be used to check dependent record values. After Delete in Database - Fires after an existing object is deleted from the database. Could be used to remove dependent records. After Commit in Database - Fires after the change pending for the current object (insert, update, delete) is made permanent in the current transaction. Could be used when committed data that has passed all validation is required. After Changes Posted to Database - Fires after all changes have been posted to the database, but before they are permanently committed. Could be used to make additional changes that will be saved as part of the current transaction. Y Field Validation Displays a user entered error message based groovy logic validating the field value. The message is shown only when the validation logic returns false, and the logic is triggered only when tabbing out of the field on the user interface. Y Object Validation Commonly used where validation is needed across multiple related fields on the object. Triggered on the submit UI action. Y Object Workflows All Object Workflows are fired upon either record creation or update, along with the option of adding a custom groovy firing condition. Y Field Updates - change another field when a specified one changes. Intended as an easy way to set different run-time values (e.g. pick values for LOV's) plus the value field permits groovy logic entry. Y E-Mail Notification - sends an email notification to specified users/roles. Templates support using run-time value tokens and rich text. N Task Creation - for adding standard tasks for use in the worklist functionality. N Outbound Message - will create and send an XML payload of the related object SDO to a specified endpoint. N Business Process Flow - intended for approval using the seeded process, however can also trigger custom BPMN flows. N Global Functions Utility functions that can be called from any groovy code in Application Composer (across applications). Y Object Functions Utility functions that are local to the parent object. Usually triggered from within 'Buttons and Actions' definitions in Application Composer, although can be called from other code for that object (e.g. from a trigger). Y Add Custom Fields When adding custom fields there are a few places you can include groovy logic. Y Default Value - to add logic within setting the default value when new records are entered. Y Conditionally Updateable - to add logic to set the field to read-only or not. Y Conditionally Required - to add logic to set the field to required or not. Y Formula Field - Used to provide a new aggregate field that is entirely based on groovy logic and other field values. Y Simplified UI Layouts - Advanced Expressions Used for creating dynamic layouts for simplified UI pages where fields and regions show/hide based on run-time context values and logic. Also includes support for the depends-on feature as a trigger. Y Related References This Blog: Application Composer Series Extending Sales Guide: Using Groovy Scripts Groovy Scripting Reference Guide

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  • Business Case for investing time developing Stubs and BizUnit Tests

    - by charlie.mott
    I was recently in a position where I had to justify why effort should be spent developing Stubbed Integration Tests for BizTalk solutions. These tests are usually developed using the BizUnit framework. I assumed that most seasoned BizTalk developers would consider this best practice. Even though Microsoft suggest use of BizUnit on MSDN, I've not found a single site listing the justifications for investing time writing stubs and BizUnit tests. Stubs Stubs should be developed to isolate your development team from external dependencies. This is described by Michael Stephenson here. Failing to do this can result in the following problems: In contract-first scenarios, the external system interface will have been defined.  But the interface may not have been setup or even developed yet for the BizTalk developers to work with. By the time you open the target location to see the data BizTalk has sent, it may have been swept away. If you are relying on the UI of the target system to see the data BizTalk has sent, what do you do if it fails to arrive? It may take time for the data to be processed or it may be scheduled to be processed later. Learning how to use the source\target systems and investigations into where things go wrong in these systems will slow down the BizTalk development effort. By the time the data is visible in a UI it may have undergone further transformations. In larger development teams working together, do you all use the same source and target instances. How do you know which data was created by whose tests? How do you know which event log error message are whose?  Another developer may have “cleaned up” your data. It is harder to write BizUnit tests that clean up the data\logs after each test run. What if your B2B partners' source or target system cannot support the sort of testing you want to do. They may not even have a development or test instance that you can work with. Their single test instance may be used by the SIT\UAT teams. There may be licencing costs of setting up an instances of the external system. The stubs I like to use are generic stubs that can accept\return any message type.  Usually I need to create one per protocol. They should be driven by BizUnit steps to: validates the data received; and select a response messages (or error response). Once built, they can be re-used for many integration tests and from project to project. I’m not saying that developers should never test against a real instance.  Every so often, you still need to connect to real developer or test instances of the source and target endpoints\services. The interface developers may ask you to send them some data to see if everything still works.  Or you might want some messages sent to BizTalk to get confidence that everything still works beyond BizTalk. Tests Automated “Stubbed Integration Tests” are usually built using the BizUnit framework. These facilitate testing of the entire integration process from source stub to target stub. It will ensure that all of the BizTalk components are configured together correctly to meet all the requirements. More fine grained unit testing of individual BizTalk components is still encouraged.  But BizUnit provides much the easiest way to test some components types (e.g. Orchestrations). Using BizUnit with the Behaviour Driven Development approach described by Mike Stephenson delivers the following benefits: source: http://biztalkbddsample.codeplex.com – Video 1. Requirements can be easily defined using Given/When/Then Requirements are close to the code so easier to manage as features and scenarios Requirements are defined in domain language The feature files can be used as part of the documentation The documentation is accurate to the build of code and can be published with a release The scenarios are effective to document the scenarios and are not over excessive The scenarios are maintained with the code There’s an abstraction between the intention and implementation of tests making them easier to understand The requirements drive the testing These same tests can also be used to drive load testing as described here. If you don't do this ... If you don't follow the above “Stubbed Integration Tests” approach, the developer will need to manually trigger the tests. This has the following risks: Developers are unlikely to check all the scenarios each time and all the expected conditions each time. After the developer leaves, these manual test steps may be lost. What test scenarios are there?  What test messages did they use for each scenario? There is no mechanism to prove adequate test coverage. A test team may attempt to automate integration test scenarios in a test environment through the triggering of tests from a source system UI. If this is a replacement for BizUnit tests, then this carries the following risks: It moves the tests downstream, so problems will be found later in the process. Testers may not check all the expected conditions within the BizTalk infrastructure such as: event logs, suspended messages, etc. These automated tests may also get in the way of manual tests run on these environments.

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • BizTalk 2009 - Custom Functoid Wizard

    - by StuartBrierley
    When creating BizTalk maps you may find that there are times when you need perform tasks that the standard functoids do not cover.  At other times you may find yourself reapeating a pattern of standard functoids over and over again, adding visual complexity to an otherwise simple process.  In these cases you may find it preferable to create your own custom functoids.  In the past I have created a number of custom functoids from scratch, but recently I decided to try out the Custom Functoid Wizard for BizTalk 2009. After downloading and installing the wizard you should start Visual Studio and select to create a new BizTalk Server Functoid Project. Following the splash screen you will be presented with the General Properties screen, where you can set the classname, namespace, assembly name and strong name key file. The next screen is the first set of properties for the functoid.  First of all is the fuctoid ID; this must be a value above 6000. You should also then set the name, tooltip and description of the functoid.  The name will appear in the visual studio toolbox and the tooltip on hover over in the toolbox.  The descrition will be shown when you configure the functoid inputs when using it in a map; as such it should provide a decent level of information to allow the functoid to be used. Next you must set the category, exception mesage, icon and implementation language.  The category will affect the positioning of the functoid within the toolbox and also some of the behaviours of the functoid. We must then define the parameters and connections for our new functoid.  Here you can define the names and types of your input parameters along with the minimum and maximum number of input connections.  You will also need to define the types of connections accepted and the output type of the functoid. Finally you can click finish and your custom functoid project will be created. The results of this process can be seen in the solution explorer, where you will see that a project, functoid class file and a resource file have been created for you. If you open the class file you will see that the following code has been created for you: The "base" function sets all the properties that you previsouly detailed in the custom functoid wizard.  public TestFunctoids():base()  {    int functoidID;    // This has to be a number greater than 6000    functoidID = System.Convert.ToInt32(resmgr.GetString("FunctoidId"));    this.ID = functoidID;    // Set Resource strings, bitmaps    SetupResourceAssembly(ResourceName, Assembly.GetExecutingAssembly());    SetName("FunctoidName");                     SetTooltip("FunctoidToolTip");    SetDescription("FunctoidDescription");    SetBitmap("FunctoidBitmap");    // Minimum and maximum parameters that the functoid accepts    this.SetMinParams(2);    this.SetMaxParams(2);    /// Function name that needs to be called when this Functoid is invoked.    /// Put this in GAC.    SetExternalFunctionName(GetType().Assembly.FullName,     "MyCompany.BizTalk.Functoids.TestFuntoids.TestFunctoids", "Execute");    // Category for this functoid.    this.Category = FunctoidCategory.String;    // Input and output Connection type    this.OutputConnectionType = ConnectionType.AllExceptRecord;    AddInputConnectionType(ConnectionType.AllExceptRecord);   } The "Execute" function provides a skeleton function that contains the code to be executed by your new functoid.  The inputs and outputs should match those you defined in the Custom Functoid Wizard.   public System.Int32 Execute(System.Int32 Cool)   {    ResourceManager resmgr = new ResourceManager(ResourceName, Assembly.GetExecutingAssembly());    try    {     // TODO: Implement Functoid Logic    }    catch (Exception e)    {     throw new Exception(resmgr.GetString("FunctoidException"), e);    }   } Opening the resource file you will see some of the various string values that you defined in the Custom Functoid Wizard - Name, Tooltip, Description and Exception. You can also select to look at the image resources.  This will display the embedded icon image for the functoid.  To change this right click the icon and select "Import from File". Once you have completed the skeleton code you can then look at trying out your functoid. To do this you will need to build the project, copy the compiled DLL to C:\Program Files\Microsoft BizTalk Server 2009\Developer Tools\Mapper Extensions and then refresh the toolbox in visual studio.

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  • Orchard shapeshifting

    - by Bertrand Le Roy
    I've shown in a previous post how to make it easier to change the layout template for specific contents or areas. But what if you want to change another shape template for specific pages, for example the main Content shape on the home page? Here's how. When we changed the layout, we had the problem that layout is created very early, so early that in fact it can't know what content is going to be rendered. For that reason, we had to rely on a filter and on the routing information to determine what layout template alternates to add. This time around, we are dealing with a content shape, a shape that is directly related to a content item. That makes things a little easier as we have access to a lot more information. What I'm going to do here is handle an event that is triggered every time a shape named "Content" is about to be displayed: public class ContentShapeProvider : IShapeTableProvider { public void Discover(ShapeTableBuilder builder) { builder.Describe("Content") .OnDisplaying(displaying => { // do stuff to the shape }); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This handler is implemented in a shape table provider which is where you do all shape related site-wide operations. The first thing we want to do in this event handler is check that we are on the front-end, displaying the "Detail" version, and not the "Summary" or the admin editor: if (displaying.ShapeMetadata.DisplayType == "Detail") { Now I want to provide the ability for the theme developer to provide an alternative template named "Content-HomePage.cshtml" for the home page. In order to determine if we are indeed on the home page I can look at the current site's home page property, which for the default home page provider contains the home page item's id at the end after a semicolon. Compare that with the content item id for the shape we are looking at and you can know if that's the homepage content item. Please note that if that content is also displayed on another page than the home page it will also get the alternate: we are altering at the shape level and not at the URL/routing level like we did with the layout. ContentItem contentItem = displaying.Shape.ContentItem; if (_workContextAccessor.GetContext().CurrentSite .HomePage.EndsWith(';' + contentItem.Id.ToString())) { _workContextAccessor is an injected instance of IWorkContextAccessor from which we can get the current site and its home page. Finally, once we've determined that we are in the specific conditions that we want to alter, we can add the alternate: displaying.ShapeMetadata.Alternates.Add("Content__HomePage"); And that's it really. Here's the full code for the shape provider that I added to a custom theme (but it could really live in any module or theme): using Orchard; using Orchard.ContentManagement; using Orchard.DisplayManagement.Descriptors; namespace CustomLayoutMachine.ShapeProviders { public class ContentShapeProvider : IShapeTableProvider { private readonly IWorkContextAccessor _workContextAccessor; public ContentShapeProvider( IWorkContextAccessor workContextAccessor) { _workContextAccessor = workContextAccessor; } public void Discover(ShapeTableBuilder builder) { builder.Describe("Content") .OnDisplaying(displaying => { if (displaying.ShapeMetadata.DisplayType == "Detail") { ContentItem contentItem = displaying.Shape.ContentItem; if (_workContextAccessor.GetContext() .CurrentSite.HomePage.EndsWith( ';' + contentItem.Id.ToString())) { displaying.ShapeMetadata.Alternates.Add( "Content__HomePage"); } } }); } } } The code for the custom theme, with layout and content alternates, can be downloaded from the following link: Orchard.Themes.CustomLayoutMachine.1.0.nupkg Note: this code is going to be used in the Contoso theme that should be available soon from the theme gallery.

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  • k-d tree implementation [closed]

    - by user466441
    when i run my code and debugged,i got this error - this 0x00093584 {_Myproxy=0x00000000 _Mynextiter=0x00000000 } std::_Iterator_base12 * const - _Myproxy 0x00000000 {_Mycont=??? _Myfirstiter=??? } std::_Container_proxy * _Mycont CXX0017: Error: symbol "" not found _Myfirstiter CXX0030: Error: expression cannot be evaluated + _Mynextiter 0x00000000 {_Myproxy=??? _Mynextiter=??? } std::_Iterator_base12 * but i dont know what does it means,code is this #include<iostream> #include<vector> #include<algorithm> using namespace std; struct point { float x,y; }; vector<point>pointleft(4); vector<point>pointright(4); //we are going to implement two comparison function for x and y coordinates,we need it in calculation of median (we should sort vector //by x or y according to depth informaton,is depth even or odd. bool sortby_X(point &a,point &b) { return a.x<b.x; } bool sortby_Y(point &a,point &b) { return a.y<b.y; } //so i am going to implement to median finding algorithm,one for finding median by x and another find median by y point medianx(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_X); temp=points[(points.size()/2)]; return temp; } point mediany(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_Y); temp=points[(points.size()/2)]; return temp; } //now construct basic tree structure struct Tree { float x,y; Tree(point a) { x=a.x; y=a.y; } Tree *left; Tree *right; }; Tree * build_kd( Tree *root,vector<point>points,int depth) { point temp; if(points.size()==1)// that point is as a leaf { if(root==NULL) root=new Tree(points[0]); return root; } if(depth%2==0) { temp=medianx(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if (points[i].x<temp.x) pointleft[i]=points[i]; else pointright[i]=points[i]; } } else { temp=mediany(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if(points[i].y<temp.y) pointleft[i]=points[i]; else pointright[i]=points[i]; } } return build_kd(root->left,pointleft,depth+1); return build_kd(root->right,pointright,depth+1); } void print(Tree *root) { while(root!=NULL) { cout<<root->x<<" " <<root->y; print(root->left); print(root->right); } } int main() { int depth=0; Tree *root=NULL; vector<point>points(4); float x,y; int n=4; for(int i=0;i<n;i++) { cin>>x>>y; points[i].x=x; points[i].y=y; } root=build_kd(root,points,depth); print(root); return 0; } i am trying ti implement in c++ this pseudo code tuple function build_kd_tree(int depth, set points): if points contains only one point: return that point as a leaf. if depth is even: Calculate the median x-value. Create a set of points (pointsLeft) that have x-values less than the median. Create a set of points (pointsRight) that have x-values greater than or equal to the median. else: Calculate the median y-value. Create a set of points (pointsLeft) that have y-values less than the median. Create a set of points (pointsRight) that have y-values greater than or equal to the median. treeLeft = build_kd_tree(depth + 1, pointsLeft) treeRight = build_kd_tree(depth + 1, pointsRight) return(median, treeLeft, treeRight) please help me what this error means?

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  • How to create Captcha in ASP.NET

    - by Samir R. Bhogayta
    1. Create one page with name "Captcha.aspx" 2. No any control require in this page 3. Go to Captcha.aspx.vb write the below code Protected Sub Page_Load(sender As Object, e As System.EventArgs) Handles Me.Load         'create object of Bitmap Class and set its width and height.         Dim objBMP As Bitmap = New Bitmap(180, 51)         'Create Graphics object and assign bitmap object to graphics' object.         Dim objGraphics As Graphics = Graphics.FromImage(objBMP)         objGraphics.Clear(Color.White)         objGraphics.TextRenderingHint = TextRenderingHint.AntiAlias         Dim objFont As Font = New Font("arial", 30, FontStyle.Bold)         'genetating random 6 digit random number         Dim randomStr As String = GeneratePassword()         'set this random number in session         Session.Add("randomStr", randomStr)         Session.Add("randomStrCountry", randomStr)         objGraphics.DrawString(randomStr, objFont, Brushes.Black, 2, 2)         Response.ContentType = "image/GIF"         objBMP.Save(Response.OutputStream, ImageFormat.Gif)         objFont.Dispose()         objGraphics.Dispose()         objBMP.Dispose()     End Sub     Public Function GeneratePassword() As String         ' Below code describes how to create random numbers.some of the digits and letters         ' are ommited because they look same like "i","o","1","0","I","O".         Dim allowedChars As String = "a,b,c,d,e,f,g,h,j,k,m,n,p,q,r,s,t,u,v,w,x,y,z,"         allowedChars += "A,B,C,D,E,F,G,H,J,K,L,M,N,P,Q,R,S,T,U,V,W,X,Y,Z,"         allowedChars += "2,3,4,5,6,7,8,9"         Dim sep() As Char = {","c}         Dim arr() As String = allowedChars.Split(sep)         Dim passwordString As String = ""         Dim temp As String         Dim rand As Random = New Random()         Dim i As Integer         For i = 0 To 5 - 1 Step i + 1             temp = arr(rand.Next(0, arr.Length))             passwordString += temp         Next         Return passwordString     End Function 4. Use this page in you aspx page like this img alt="" border="0" src="Captcha.aspx" style="cursor: move; height: 60px; width: 200px;" //                                   your textbox to insert code by user.

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  • CSS3 - "connecting" 2 classes animation [closed]

    - by Nave Tseva
    I have this CSS +HTML code: <!DOCTYPE HTML> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8" /> <title>What</title> <style type="text/css"> #page { width: 900px; padding: 0px; margin: 0 auto; direction: rtl; position: relative; } #box1 { position: relative; width: 500px; border: 1px solid black; box-shadow: -3px 8px 34px #808080; border-radius: 20px; box-shadow: -8px 5px 5px #888888; right: 300px; top: 250px; height: 150px; -webkit-transition: all 1s; font-size: large; color: Black; padding: 10px; background: #D0D0D0; opacity: 0; } @-webkit-keyframes myFirst { 0% { right: 300px; top: 150px; background: #D0D0D0; opacity: 0; } 100% { background: #909090; ; right: 300px; top: 200px; opacity: 1; } } #littlebox1 { top: 200px; position: absolute; display: inline-block; } .littlebox1-sentence { font-size: large; padding-bottom: 15px; padding-top: 15px; padding-left: 25px; padding-right: 10px; background: #D0D0D0; border-radius: 10px; -webkit-transition: background .25s ease-in-out; } #littlebox1:hover ~ #box1 { -webkit-transition: all 0s; background: #909090;; right: 300px; top: 200px; -webkit-animation: myFirst 1s; -webkit-animation-fill-mode: initial; opacity: 1; } .littlebox1-sentence:hover { background: #909090; } .littlebox1-sentence:hover + .triangle { border-right: 50px solid #909090; } .triangle { position: relative; width: 0; height: 0; border-right: 50px solid #D0D0D0; border-top: 24px solid transparent; border-bottom: 24px solid transparent; right: 160px; -webkit-transition: border-right .25s ease-in-out; } .triangle:hover { border-right:50px solid #909090; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script> $(function() { $('.littlebox1-sentence').hover(function() { $(this).css('background', '#909090'); $('.triangle').css('border-right', '50px solid #909090'); }); </script> <script> $(function() { $('.triangle').hover(function() { $(this).css('border-right', '50px solid #909090'); $('.littlebox1-sentence').css('background', '#909090'); }); </script> </head> <body dir="rtl"> <div id="page"> <div id="littlebox1" class="littlebox1-sentence">put your mouse here</div><div id="littlebox1" class="triangle"> </div> <div id="box1"> </div> </div> </body> </html> Live example you will find here: http://jsfiddle.net/FLe4g/12/ The problem here that something here wrong in the second jquery code. I want that every time that I put the mouse on the box, or on the triangke they both will change ther color together. when I put the mouse on the box it works fine, but when I put the mouse on the triangle it don't work. Any suggestions how to fix this code?

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  • Adventures in Windows 8: Solving activation errors

    - by Laurent Bugnion
    Note: I tagged this article with “MVVM” because I got a few support requests for MVVM Light regarding this exact issue. In fact it is a Windows 8 issue and has nothing to do with MVVM Light per se… Sometimes when you work on a Windows 8 app, you will get a very annoying issue when starting the app. In that case, the app doesn’t not even start past the Splash screen. Putting a breakpoint in App.xaml.cs doesn’t help because the app doesn’t even reach that point! So what exactly is happening? Well when a Windows 8 app starts, the system is performing a few check first. One of the checks, for instance, is to see if an app with the same package ID is already available. The package ID is a unique value set in the package manifest. In the Solution Explorer, double click on Package.appxmanifest. This opens the manifest in a special editor Click on the Packaging tab See the GUID under Package Name. This is the unique ID I am talking about. If there is a conflict (i.e. if an app is already installed with the exact same ID), Windows will warm the user that the app is already installed. However when you are in the process of developing an app, you install and uninstall the same app many many times (every time that you start in Visual Studio), and sometimes some issues arise, for instance failing to uninstall the app before starting the new instance of the same app. First step if you get such an error When the application fails to start past the splash screen, the first step is to identify what kind of error happened. In my experience the “already installed” is by far the most frequent (in fact I never had another such error), but it can be something else. An annoying thing is that the popup that shows the error is usually started below the Windows 8 app, and so you don’t even see it! This is especially true if you run this in the Simulator. In that case, do the following: Press on the Simulator’s home button, then press on the Desktop tile on the Start menu. The error popup should be shown on the desktop. If your applications runs on the Local machine, you also do the same and press the Windows button, and then from the Start menu press the Desktop tile. Deployment error in Studio Sometimes the same error causes Visual Studio to fail launching the application at all with a deployment error. This is a better case, because at least it is clear that there is an issue. In that case, write down the code that is shown in the Error window (for instance 0x80073D05 in the example below). Once you have the error code, go to the “Troubleshooting packaging, deployment, and query of Windows Store apps” page and look up the code in question. In my case, the error was “ERROR_DELETING_EXISTING_APPLICATIONDATA_STORE_FAILED”, “An error occurred while deleting the package's previously existing application data.” Solving the “ERROR_DELETING_EXISTING_APPLICATIONDATA_STORE_FAILED” issue Update: Before trying the below, you can also try the simple steps: Exit Visual Studio Go to the Start menu Locate your app’s tile. It should be visible in the Start menu directly, towards the far end on the right. Right click the tile and select Uninstall from the App Bar. Restart Visual Studio and try again. Sometimes it helps. If it doesn’t, then try the following: In order to solve the case where Windows, for any reason, fails to delete the existing application before starting the new instance, follow the steps: Open the Package.appxmanifest in Visual Studio Open the Packaging tab. Change the Package name. For tests you can just try to change the last character of the GUID, though I would recommend creating a brand new GUID. Press Start Type GUID Start the GUID Generator application Select Registry Format Press Copy. Paste the new GUID in place of the Package Name in Visual Studio Important: don’t forget to remove the curly brackets at the beginning and at the end of the newly pasted GUID. Then you just have to cross your fingers and start the application again… If it works, celebrate. if it doesn’t work… well at this point I am not sure so good luck with that ;) Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Collaborative Whiteboard using WebSocket in GlassFish 4 - Text/JSON and Binary/ArrayBuffer Data Transfer (TOTD #189)

    - by arungupta
    This blog has published a few blogs on using JSR 356 Reference Implementation (Tyrus) as its integrated in GlassFish 4 promoted builds. TOTD #183: Getting Started with WebSocket in GlassFish TOTD #184: Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket TOTD #186: Custom Text and Binary Payloads using WebSocket One of the typical usecase for WebSocket is online collaborative games. This Tip Of The Day (TOTD) explains a sample that can be used to build such games easily. The application is a collaborative whiteboard where different shapes can be drawn in multiple colors. The shapes drawn on one browser are automatically drawn on all other peer browsers that are connected to the same endpoint. The shape, color, and coordinates of the image are transfered using a JSON structure. A browser may opt-out of sharing the figures. Alternatively any browser can send a snapshot of their existing whiteboard to all other browsers. Take a look at this video to understand how the application work and the underlying code. The complete sample code can be downloaded here. The code behind the application is also explained below. The web page (index.jsp) has a HTML5 Canvas as shown: <canvas id="myCanvas" width="150" height="150" style="border:1px solid #000000;"></canvas> And some radio buttons to choose the color and shape. By default, the shape, color, and coordinates of any figure drawn on the canvas are put in a JSON structure and sent as a message to the WebSocket endpoint. The JSON structure looks like: { "shape": "square", "color": "#FF0000", "coords": { "x": 31.59999942779541, "y": 49.91999053955078 }} The endpoint definition looks like: @WebSocketEndpoint(value = "websocket",encoders = {FigureDecoderEncoder.class},decoders = {FigureDecoderEncoder.class})public class Whiteboard { As you can see, the endpoint has decoder and encoder registered that decodes JSON to a Figure (a POJO class) and vice versa respectively. The decode method looks like: public Figure decode(String string) throws DecodeException { try { JSONObject jsonObject = new JSONObject(string); return new Figure(jsonObject); } catch (JSONException ex) { throw new DecodeException("Error parsing JSON", ex.getMessage(), ex.fillInStackTrace()); }} And the encode method looks like: public String encode(Figure figure) throws EncodeException { return figure.getJson().toString();} FigureDecoderEncoder implements both decoder and encoder functionality but thats purely for convenience. But the recommended design pattern is to keep them in separate classes. In certain cases, you may even need only one of them. On the client-side, the Canvas is initialized as: var canvas = document.getElementById("myCanvas");var context = canvas.getContext("2d");canvas.addEventListener("click", defineImage, false); The defineImage method constructs the JSON structure as shown above and sends it to the endpoint using websocket.send(). An instant snapshot of the canvas is sent using binary transfer with WebSocket. The WebSocket is initialized as: var wsUri = "ws://localhost:8080/whiteboard/websocket";var websocket = new WebSocket(wsUri);websocket.binaryType = "arraybuffer"; The important part is to set the binaryType property of WebSocket to arraybuffer. This ensures that any binary transfers using WebSocket are done using ArrayBuffer as the default type seem to be blob. The actual binary data transfer is done using the following: var image = context.getImageData(0, 0, canvas.width, canvas.height);var buffer = new ArrayBuffer(image.data.length);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = image.data[i];}websocket.send(bytes); This comprehensive sample shows the following features of JSR 356 API: Annotation-driven endpoints Send/receive text and binary payload in WebSocket Encoders/decoders for custom text payload In addition, it also shows how images can be captured and drawn using HTML5 Canvas in a JSP. How could this be turned in to an online game ? Imagine drawing a Tic-tac-toe board on the canvas with two players playing and others watching. Then you can build access rights and controls within the application itself. Instead of sending a snapshot of the canvas on demand, a new peer joining the game could be automatically transferred the current state as well. Do you want to build this game ? I built a similar game a few years ago. Do somebody want to rewrite the game using WebSocket APIs ? :-) Many thanks to Jitu and Akshay for helping through the WebSocket internals! Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • ComboBox Data Binding

    - by Geertjan
    Let's create a databound combobox, levering MVC in a desktop application. The result will be a combobox, provided by the NetBeans ChoiceView, that displays data retrieved from a database: What follows is not much different from the NetBeans Platform CRUD Application Tutorial and you're advised to consult that document if anything that follows isn't clear enough. One kind of interesting thing about the instructions that follow is that it shows that you're able to create an application where each element of the MVC architecture can be located within a separate module: Start by creating a new NetBeans Platform application named "MyApplication". Model We're going to start by generating JPA entity classes from a database connection. In the New Project wizard, choose "Java Class Library". Click Next. Name the Java Class Library "MyEntities". Click Finish. Right-click the MyEntities project, choose New, and then select "Entity Classes from Database". Work through the wizard, selecting the tables of interest from your database, and naming the package "entities". Click Finish. Now a JPA entity is created for each of the selected tables. In the Project Properties dialog of the project, choose "Copy Dependent Libraries" in the Packaging panel. Build the project. In your project's "dist" folder (visible in the Files window), you'll now see a JAR, together with a "lib" folder that contains the JARs you'll need. In your NetBeans Platform application, create a module named "MyModel", with code name base "org.my.model". Right-click the project, choose Properties, and in the "Libraries" panel, click Add Dependency button in the Wrapped JARs subtab to add all the JARs from the previous step to the module. Also include "derby-client.jar" or the equivalent driver for your database connection to the module. Controler In your NetBeans Platform application, create a module named "MyControler", with code name base "org.my.controler". Right-click the module's Libraries node, in the Projects window, and add a dependency on "Explorer & Property Sheet API". In the MyControler module, create a class with this content: package org.my.controler; import org.openide.explorer.ExplorerManager; public class MyUtils { static ExplorerManager controler; public static ExplorerManager getControler() { if (controler == null) { controler = new ExplorerManager(); } return controler; } } View In your NetBeans Platform application, create a module named "MyView", with code name base "org.my.view".  Create a new Window Component, in "explorer" view, for example, let it open on startup, with class name prefix "MyView". Add dependencies on the Nodes API and on the Explorer & Property Sheet API. Also add dependencies on the "MyModel" module and the "MyControler" module. Before doing so, in the "MyModel" module, make the "entities" package and the "javax.persistence" packages public (in the Libraries panel of the Project Properties dialog) and make the one package that you have in the "MyControler" package public too. Define the top part of the MyViewTopComponent as follows: public final class MyViewTopComponent extends TopComponent implements ExplorerManager.Provider { ExplorerManager controler = MyUtils.getControler(); public MyViewTopComponent() { initComponents(); setName(Bundle.CTL_MyViewTopComponent()); setToolTipText(Bundle.HINT_MyViewTopComponent()); setLayout(new BoxLayout(this, BoxLayout.PAGE_AXIS)); controler.setRootContext(new AbstractNode(Children.create(new ChildFactory<Customer>() { @Override protected boolean createKeys(List list) { EntityManager entityManager = Persistence. createEntityManagerFactory("MyEntitiesPU").createEntityManager(); Query query = entityManager.createNamedQuery("Customer.findAll"); list.addAll(query.getResultList()); return true; } @Override protected Node createNodeForKey(Customer key) { Node customerNode = new AbstractNode(Children.LEAF, Lookups.singleton(key)); customerNode.setDisplayName(key.getName()); return customerNode; } }, true))); controler.addPropertyChangeListener(new PropertyChangeListener() { @Override public void propertyChange(PropertyChangeEvent evt) { Customer selectedCustomer = controler.getSelectedNodes()[0].getLookup().lookup(Customer.class); StatusDisplayer.getDefault().setStatusText(selectedCustomer.getName()); } }); JPanel row1 = new JPanel(new FlowLayout(FlowLayout.LEADING)); row1.add(new JLabel("Customers: ")); row1.add(new ChoiceView()); add(row1); } @Override public ExplorerManager getExplorerManager() { return controler; } ... ... ... Now run the application and you'll see the same as the image with which this blog entry started.

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • Local LINQtoSQL Database For Your Windows Phone 7 Application

    - by Tim Murphy
    There aren’t many applications that are of value without having some for of data store.  In Windows Phone development we have a few options.  You can store text directly to isolated storage.  You can also use a number of third party libraries to create or mimic databases in isolated storage.  With Mango we gained the ability to have a native .NET database approach which uses LINQ to SQL.  In this article I will try to bring together the components needed to implement this last type of data store and fill in some of the blanks that I think other articles have left out. Defining A Database The first things you are going to need to do is define classes that represent your tables and a data context class that is used as the overall database definition.  The table class consists of column definitions as you would expect.  They can have relationships and constraints as with any relational DBMS.  Below is an example of a table definition. First you will need to add some assembly references to the code file. using System.ComponentModel;using System.Data.Linq;using System.Data.Linq.Mapping; You can then add the table class and its associated columns.  It needs to implement INotifyPropertyChanged and INotifyPropertyChanging.  Each level of the class needs to be decorated with the attribute appropriate for that part of the definition.  Where the class represents the table the properties represent the columns.  In this example you will see that the column is marked as a primary key and not nullable with a an auto generated value. You will also notice that the in the column property’s set method It uses the NotifyPropertyChanging and NotifyPropertyChanged methods in order to make sure that the proper events are fired. [Table]public class MyTable: INotifyPropertyChanged, INotifyPropertyChanging{ public event PropertyChangedEventHandler PropertyChanged; private void NotifyPropertyChanged(string propertyName) { if(PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public event PropertyChangingEventHandler PropertyChanging; private void NotifyPropertyChanging(string propertyName) { if(PropertyChanging != null) { PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } } private int _TableKey; [Column(IsPrimaryKey = true, IsDbGenerated = true, DbType = "INT NOT NULL Identity", CanBeNull = false, AutoSync = AutoSync.OnInsert)] public int TableKey { get { return _TableKey; } set { NotifyPropertyChanging("TableKey"); _TableKey = value; NotifyPropertyChanged("TableKey"); } } The last part of the database definition that needs to be created is the data context.  This is a simple class that takes an isolated storage location connection string its constructor and then instantiates tables as public properties. public class MyDataContext: DataContext{ public MyDataContext(string connectionString): base(connectionString) { MyRecords = this.GetTable<MyTable>(); } public Table<MyTable> MyRecords;} Creating A New Database Instance Now that we have a database definition it is time to create an instance of the data context within our Windows Phone app.  When your app fires up it should check if the database already exists and create an instance if it does not.  I would suggest that this be part of the constructor of your ViewModel. db = new MyDataContext(connectionString);if(!db.DatabaseExists()){ db.CreateDatabase();} The next thing you have to know is how the connection string for isolated storage should be constructed.  The main sticking point I have found is that the database cannot be created unless the file mode is read/write.  You may have different connection strings but the initial one needs to be similar to the following. string connString = "Data Source = 'isostore:/MyApp.sdf'; File Mode = read write"; Using you database Now that you have done all the up front work it is time to put the database to use.  To make your life a little easier and keep proper separation between your view and your viewmodel you should add a couple of methods to the viewmodel.  These will do the CRUD work of your application.  What you will notice is that the SubmitChanges method is the secret sauce in all of the methods that change data. private myDataContext myDb;private ObservableCollection<MyTable> _viewRecords;public ObservableCollection<MyTable> ViewRecords{ get { return _viewRecords; } set { _viewRecords = value; NotifyPropertyChanged("ViewRecords"); }}public void LoadMedstarDbData(){ var tempItems = from MyTable myRecord in myDb.LocalScans select myRecord; ViewRecords = new ObservableCollection<MyTable>(tempItems);}public void SaveChangesToDb(){ myDb.SubmitChanges();}public void AddMyTableItem(MyTable newScan){ myDb.LocalScans.InsertOnSubmit(newScan); myDb.SubmitChanges();}public void DeleteMyTableItem(MyTable newScan){ myDb.LocalScans.DeleteOnSubmit(newScan); myDb.SubmitChanges();} Updating existing database What happens when you need to change the structure of your database?  Unfortunately you have to add code to your application that checks the version of the database which over time will create some pollution in your codes base.  On the other hand it does give you control of the update.  In this example you will see the DatabaseSchemaUpdater in action.  Assuming we added a “Notes” field to the MyTable structure, the following code will check if the database is the latest version and add the field if it isn’t. if(!myDb.DatabaseExists()){ myDb.CreateDatabase();}else{ DatabaseSchemaUpdater dbUdater = myDb.CreateDatabaseSchemaUpdater(); if(dbUdater.DatabaseSchemaVersion < 2) { dbUdater.AddColumn<MyTable>("Notes"); dbUdater.DatabaseSchemaVersion = 2; dbUdater.Execute(); }} Summary This approach does take a fairly large amount of work, but I think the end product is robust and very native for .NET developers.  It turns out to be worth the investment. del.icio.us Tags: Windows Phone,Windows Phone 7,LINQ to SQL,LINQ,Database,Isolated Storage

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