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  • Scan HTML for values with a special character before them.

    - by DogPooOnYourShoe
    Say I have values on my page, like #100 #246, What I want to do is scan the page for values with a # before them and then alter them to put a hyperlink on it $MooringNumbers = '#!' . $MooringNumbers . ' | ' . '#!' . $row1["Number"]; } $viewedResult = '<tr><td>' .$Surname.'</td><td>'.$Title.'</td><td>'.$MooringNumbers . '</td><td>'.$Telephone.'</td><td>' . '<a href="rlayCustomerUpdtForm.php?id='.$id.'">[EDIT]</a></td>'.'<td>'. '<a href="deleteCustomer.php?id='.$id.'">[x]</a></td>'. '</tr>'; preg_replace('/#!(\d\d\d)/', '<a href="update.php?id=${1}">${1}</a>', $viewedResult); echo $viewedResult; This is the broken code which doesnt work.

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  • Java: If I overwrite the .equals method, can I still test for reference equality with ==?

    - by shots fired
    I have the following situation: I need to sort trees based by height, so I made the Tree's comparable using the height attribute. However, I was also told to overwrite the equals and hashCode methods to avoid unpredictable behaviour. Still, sometimes I may want to compare the references of the roots or something along those lines using ==. Is that still possible or does the == comparison call the equals method?

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  • How do I reference a control in a different thread?

    - by Testifier
    //button is clicked //worker starts private void processWorker_DoWork(object sender, DoWorkEventArgs e) { string code = DoLongWorkAndReturnCode(); if (code != 0) { MessageBox.Show("Error!"); EnableAllButtons(); // this is defined in the other thread and it's where i run into the error. } else { string code = DoAnotherLongProcessAndReturnCode(); if (code != 0) { MessageBox.Show("Error 2!"); EnableAllButtons(); // again, this is defined in the other thread } } } I'm running into a cross threading error because "EnableAllButtons()" is defined in a different thread. How do I go about enabling all buttons in one thread, from a different thread?

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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • UART speed possibly wrong

    - by Mike
    My brain is fried, so I thought I would pass this one to the community. When sending 1 character to my embedded system, it consistently thinks it receives 2 characters. The first received character seems to map to the transmitted character (in some unkown way) and the second received character is always 0xff Here is what I observed: Tx char (in hex) Rx character (in hex), I left out the second byte (always ff) 31 9D 32 9B 33 99 61 3D 62 3B 63 39 64 37 65 35 41 7D 42 7B 43 79 I have check my clocks and them seem to be ok. The only diff between this non working version and the previous version is that i am now using a RS485 chip. I have traced the signal all the way up to the MCU and it looks fine (confirmed the bit value on the rx pin)

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  • c printing string syntax

    - by user535256
    Hello guys, Just stuck on c syntax regarding strings. Say I have a string like (name[5]="peter";) in c say if I just wanted to print the last character of string or check the last character of the string, which in this case would be 'r' how can I do this? The way I was thinking does not seem to work name[5]="peter"; if(name[5]=="r") printf("last character of name is r"); Question: is there some sort of function to do this that can check one character of array, is a certain value, like name[5] is 'r' in string peter or likewise name[1] is 'n' Also how do I use printf to print that certain char, having problems using printf("last character of name is %s",name[5]) ??? Thanks

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  • Algorithm - Pick the best combination of Armor (for a game)

    - by Chu
    I'm designing a piece of a game where the AI needs to determine which combination of armor will give the best overall stat bonus to the character. Each character will have about 10 stats, of which only 3-4 are important, and of those important ones, a few will be more important than the others. Armor will also give a boost to 1 or all stats. For example, a shirt might give +4 to the character's int and +2 stamina while at the same time, a pair of pants may have +7 strength and nothing else. So let's say that a character has a healthy choice of armor to use (5 pairs of pants, 5 pairs of gloves, etc.) We've designated that Int and Perception are the most important stats for this character. How could I write an algorithm that would determine which combination of armor and items would result in the highest of any given stat (say in this example Int and Perception)?

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  • Compare GetNextInsertionPosition and GetNextContextPosition in WPF

    - by paradisonoir
    As I enter a character in my RichTextBox, I want to get the next character from the its TextRange. So here is how I do it: TextPointer ptr1= RichTextBox.CaretPosition; char nextChar = GetNextChar(); while (char.IsWhiteSpace(nextChar)) { ptr1= ptr1.GetNextInsertionPosition(LogicalDirection.Forward); nextChar = GetCharacterAt(Ptr1); } then I get the ptr1 of the next character and from the TextPointer, I get the TextRange, and do my changes. So here is the problem? when the next word is spelled correctly, I have no problem, but if it's not spelled properly then ptr1 would not point to the first character of the next word (the second character), and if I use GetNextContextPosition(LogicalDirection.Forward) it would give me the first letter of the next word if it's misspelled. So depending on the spelling only one of them works? I was just wondering if you have any idea about this problem? Is there anything wrong I am doing here?

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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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  • Problem with finding the next word in RichTextBox

    - by paradisonoir
    As I enter a character in my RichTextBox, I want to get the next character from the its TextRange. So here is how I do it: TextPointer ptr1= RichTextBox.CaretPosition; char nextChar = GetNextChar(); while (char.IsWhiteSpace(nextChar)) { ptr1= ptr1.GetNextInsertionPosition(LogicalDirection.Forward); nextChar = GetCharacterAt(Ptr1); } then I get the ptr1 of the next character and from the TextPointer, I get the TextRange, and do my changes. So here is the problem? when the next word is spelled correctly, I have no problem, but if it's not spelled properly then ptr1 would not point to the first character of the next word (the second character), and if I use GetNextContextPosition(LogicalDirection.Forward) it would give me the first letter of the next word if it's misspelled. So depending on the spelling only one of them works? I was just wondering if you have any idea about this problem? Is there anything wrong I am doing here?

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  • Model-layer validation in Doctrine, Symfony

    - by Andree
    Hi there, I have a schema.yml containing something similiar to the following: Character: tableName: characters actAs: { Timestampable: ~ } columns: id: { type: integer(4), primary: true, autoincrement: true } name: { type: string(255), notnull: true, notblank: true, minlength: 3 } I define the minlength of the column name to be 3. I created a unit test to test the minlength validation, and I found out that the validation is not working. $character = new Character(); $character->set('name', 'Dw'); $t->ok(! $character->isValid()); # This test failed Can someone tell me what might be the problem here? Thanks, Andree

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  • How can I estimate the entropy of a password?

    - by Wug
    Having read various resources about password strength I'm trying to create an algorithm that will provide a rough estimation of how much entropy a password has. I'm trying to create an algorithm that's as comprehensive as possible. At this point I only have pseudocode, but the algorithm covers the following: password length repeated characters patterns (logical) different character spaces (LC, UC, Numeric, Special, Extended) dictionary attacks It does NOT cover the following, and SHOULD cover it WELL (though not perfectly): ordering (passwords can be strictly ordered by output of this algorithm) patterns (spatial) Can anyone provide some insight on what this algorithm might be weak to? Specifically, can anyone think of situations where feeding a password to the algorithm would OVERESTIMATE its strength? Underestimations are less of an issue. The algorithm: // the password to test password = ? length = length(password) // unique character counts from password (duplicates discarded) uqlca = number of unique lowercase alphabetic characters in password uquca = number of uppercase alphabetic characters uqd = number of unique digits uqsp = number of unique special characters (anything with a key on the keyboard) uqxc = number of unique special special characters (alt codes, extended-ascii stuff) // algorithm parameters, total sizes of alphabet spaces Nlca = total possible number of lowercase letters (26) Nuca = total uppercase letters (26) Nd = total digits (10) Nsp = total special characters (32 or something) Nxc = total extended ascii characters that dont fit into other categorys (idk, 50?) // algorithm parameters, pw strength growth rates as percentages (per character) flca = entropy growth factor for lowercase letters (.25 is probably a good value) fuca = EGF for uppercase letters (.4 is probably good) fd = EGF for digits (.4 is probably good) fsp = EGF for special chars (.5 is probably good) fxc = EGF for extended ascii chars (.75 is probably good) // repetition factors. few unique letters == low factor, many unique == high rflca = (1 - (1 - flca) ^ uqlca) rfuca = (1 - (1 - fuca) ^ uquca) rfd = (1 - (1 - fd ) ^ uqd ) rfsp = (1 - (1 - fsp ) ^ uqsp ) rfxc = (1 - (1 - fxc ) ^ uqxc ) // digit strengths strength = ( rflca * Nlca + rfuca * Nuca + rfd * Nd + rfsp * Nsp + rfxc * Nxc ) ^ length entropybits = log_base_2(strength) A few inputs and their desired and actual entropy_bits outputs: INPUT DESIRED ACTUAL aaa very pathetic 8.1 aaaaaaaaa pathetic 24.7 abcdefghi weak 31.2 H0ley$Mol3y_ strong 72.2 s^fU¬5ü;y34G< wtf 88.9 [a^36]* pathetic 97.2 [a^20]A[a^15]* strong 146.8 xkcd1** medium 79.3 xkcd2** wtf 160.5 * these 2 passwords use shortened notation, where [a^N] expands to N a's. ** xkcd1 = "Tr0ub4dor&3", xkcd2 = "correct horse battery staple" The algorithm does realize (correctly) that increasing the alphabet size (even by one digit) vastly strengthens long passwords, as shown by the difference in entropy_bits for the 6th and 7th passwords, which both consist of 36 a's, but the second's 21st a is capitalized. However, they do not account for the fact that having a password of 36 a's is not a good idea, it's easily broken with a weak password cracker (and anyone who watches you type it will see it) and the algorithm doesn't reflect that. It does, however, reflect the fact that xkcd1 is a weak password compared to xkcd2, despite having greater complexity density (is this even a thing?). How can I improve this algorithm? Addendum 1 Dictionary attacks and pattern based attacks seem to be the big thing, so I'll take a stab at addressing those. I could perform a comprehensive search through the password for words from a word list and replace words with tokens unique to the words they represent. Word-tokens would then be treated as characters and have their own weight system, and would add their own weights to the password. I'd need a few new algorithm parameters (I'll call them lw, Nw ~= 2^11, fw ~= .5, and rfw) and I'd factor the weight into the password as I would any of the other weights. This word search could be specially modified to match both lowercase and uppercase letters as well as common character substitutions, like that of E with 3. If I didn't add extra weight to such matched words, the algorithm would underestimate their strength by a bit or two per word, which is OK. Otherwise, a general rule would be, for each non-perfect character match, give the word a bonus bit. I could then perform simple pattern checks, such as searches for runs of repeated characters and derivative tests (take the difference between each character), which would identify patterns such as 'aaaaa' and '12345', and replace each detected pattern with a pattern token, unique to the pattern and length. The algorithmic parameters (specifically, entropy per pattern) could be generated on the fly based on the pattern. At this point, I'd take the length of the password. Each word token and pattern token would count as one character; each token would replace the characters they symbolically represented. I made up some sort of pattern notation, but it includes the pattern length l, the pattern order o, and the base element b. This information could be used to compute some arbitrary weight for each pattern. I'd do something better in actual code. Modified Example: Password: 1234kitty$$$$$herpderp Tokenized: 1 2 3 4 k i t t y $ $ $ $ $ h e r p d e r p Words Filtered: 1 2 3 4 @W5783 $ $ $ $ $ @W9001 @W9002 Patterns Filtered: @P[l=4,o=1,b='1'] @W5783 @P[l=5,o=0,b='$'] @W9001 @W9002 Breakdown: 3 small, unique words and 2 patterns Entropy: about 45 bits, as per modified algorithm Password: correcthorsebatterystaple Tokenized: c o r r e c t h o r s e b a t t e r y s t a p l e Words Filtered: @W6783 @W7923 @W1535 @W2285 Breakdown: 4 small, unique words and no patterns Entropy: 43 bits, as per modified algorithm The exact semantics of how entropy is calculated from patterns is up for discussion. I was thinking something like: entropy(b) * l * (o + 1) // o will be either zero or one The modified algorithm would find flaws with and reduce the strength of each password in the original table, with the exception of s^fU¬5ü;y34G<, which contains no words or patterns.

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  • How to print an isosceles triangle

    - by Steve
    Hello, I'm trying to learn programming by myself, I'm working from a book that has the following problem which I can't solve: Allow the user to input two values: a character to be used for printing an isosceles triangle and the size of the peak for the triangle. For example, if the user inputs # for the character and 6 for the peak, you should produce the following display: # ## ### #### ##### ###### ##### #### ### ## # This is the code I've got so far: char character; int peak; InputValues(out character, out peak); for (int row = 1; row < peak * 2; row++) { for (int col = 1; col <= row; col++) { Console.Write(character); } Console.WriteLine(); } Console.Read() // hold console open Thanks in advance.

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  • Accesing Label.text in DataList

    - by Itay Gurvich
    So im trying to access informtaion from a label inside the DataList by pressing a button inside it. I put a code in thusly: protected void DataList1_SelectedIndexChanged(object sender, EventArgs e) { Character character = (Character)Session["character"]; Label lbl = (Label)DataList1.SelectedItem.FindControl("lblName"); int SkillID = int.Parse(DAL.ExecuteScalar("SELECT SkillID FROM skills WHERE SkillName = '" + lbl.ToString() + "'").ToString()); DAL.ExecuteNonQuery("INSERT INTO AssignedSkills (Offensive) Values ('" + SkillID.ToString() + "') WHERE CharID = '" + character.get_name().ToString() + "'"); } when i press the button its not even getting there and im getting an error "Invalid postback or callback argument." how can i access it?

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  • Java static source analysis/parsing (possibly with antlr), what is a good tool to do this?

    - by Berlin Brown
    I need to perform static source analysis on Java code. Ideally, I want the system to work out of the box without much modification from me. For example, I have used Antlr in the past, but I spent a lot of time building grammar files and still didn't get what I wanted. I want to be able to parse a java file and have return the character position of say: Character position start and end of a Java block comment Character position start and end of a Java class file Character position start and end of a Java method declaration, signature, and implementation. It looks like Antlr will do that, but I have yet to finish a grammar that actually gives me the positions of the code I need. Does anyone have that complete Antlr grammar and Java code to give the character positions of the parts in the Java source.

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  • Set intersection of two strings

    - by user1785712
    import java.util.*; class set { public static void main(String args[]) { TreeSet<Character> t1 = new TreeSet<Character>(); TreeSet<Character> t2 = new TreeSet<Character>(); String s1 = "Ambitab bachan"; String s2 = "Ranjikanth"; for(char c1:s1.toCharArray()) t1.add(c1); for(char c2:s2.toCharArray()) t2.add(c2); t2.retainAll(t1); System.out.println(t2); } } this program find the common character in two different string. in this program Treeset is used to store the value and retainAll() method is used to find the common characters. can anybody help me reduce the line of coding.thanks in advance

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  • How do I pick the most beneficial combination of items from a set of items?

    - by Chu
    I'm designing a piece of a game where the AI needs to determine which combination of armor will give the best overall stat bonus to the character. Each character will have about 10 stats, of which only 3-4 are important, and of those important ones, a few will be more important than the others. Armor will also give a boost to 1 or all stats. For example, a shirt might give +4 to the character's int and +2 stamina while at the same time, a pair of pants may have +7 strength and nothing else. So let's say that a character has a healthy choice of armor to use (5 pairs of pants, 5 pairs of gloves, etc.) We've designated that Int and Perception are the most important stats for this character. How could I write an algorithm that would determine which combination of armor and items would result in the highest of any given stat (say in this example Int and Perception)?

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  • Sampler referencing in HLSL - Sampler parameter must come from a literal expression

    - by user1423893
    The following method works fine when referencing a sampler in HLSL float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; float depth; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; } // [Standard Depth Calculation] float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; If I try and do anything with the sampler reference outside the if statement then I get the following error: Sampler parameter must come from a literal expression This code demonstrates that float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; if (alpha >= 0.5f) { // Reference the correct sampler ShadowSampler = DPFrontShadowSampler; // Front hemisphere 'P0' P.z = P.z + 1.0; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } else { // Reference the correct sampler ShadowSampler = DPBackShadowSampler; // Back hemisphere 'P1' P.z = 1.0 - P.z; P.x = P.x / P.z; P.y = P.y / P.z; P.z = lightLength / LightAttenuation.z; } // Rescale viewport to be [0, 1] (texture coordinate space) P.x = 0.5f * P.x + 0.5f; P.y = -0.5f * P.y + 0.5f; // [Standard Depth Calculation] float depth = tex2D(ShadowSampler, P.xy).x; depth = 1.0 - depth; float mydepth = P.z; shadow = depth + Bias.x < mydepth ? 0.0f : 1.0f; How can I reference the sampler in this manner without triggering the error?

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  • SQLAuthority News – Microsoft SQL Server Protocol Documentation Download

    - by pinaldave
    The Microsoft SQL Server protocol documentation provides detailed technical specifications for Microsoft proprietary protocols (including extensions to industry-standard or other published protocols) that are implemented and used in Microsoft SQL Server to interoperate or communicate with Microsoft products. The documentation includes a set of companion overview and reference documents that supplement the technical specifications with conceptual background, overviews of inter-protocol relationships and interactions, and technical reference information. Microsoft SQL Server Protocol Documentation Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Back to Basics: When does a .NET Assembly Dependency get loaded

    - by Rick Strahl
    When we work on typical day to day applications, it's easy to forget some of the core features of the .NET framework. For me personally it's been a long time since I've learned about some of the underlying CLR system level services even though I rely on them on a daily basis. I often think only about high level application constructs and/or high level framework functionality, but the low level stuff is often just taken for granted. Over the last week at DevConnections I had all sorts of low level discussions with other developers about the inner workings of this or that technology (especially in light of my Low Level ASP.NET Architecture talk and the Razor Hosting talk). One topic that came up a couple of times and ended up a point of confusion even amongst some seasoned developers (including some folks from Microsoft <snicker>) is when assemblies actually load into a .NET process. There are a number of different ways that assemblies are loaded in .NET. When you create a typical project assemblies usually come from: The Assembly reference list of the top level 'executable' project The Assembly references of referenced projects Dynamically loaded at runtime via AppDomain/Reflection loading In addition .NET automatically loads mscorlib (most of the System namespace) the boot process that hosts the .NET runtime in EXE apps, or some other kind of runtime hosting environment (runtime hosting in servers like IIS, SQL Server or COM Interop). In hosting environments the runtime host may also pre-load a bunch of assemblies on its own (for example the ASP.NET host requires all sorts of assemblies just to run itself, before ever routing into your user specific code). Assembly Loading The most obvious source of loaded assemblies is the top level application's assembly reference list. You can add assembly references to a top level application and those assembly references are then available to the application. In a nutshell, referenced assemblies are not immediately loaded - they are loaded on the fly as needed. So regardless of whether you have an assembly reference in a top level project, or a dependent assembly assemblies typically load on an as needed basis, unless explicitly loaded by user code. The same is true of dependent assemblies. To check this out I ran a simple test: I have a utility assembly Westwind.Utilities which is a general purpose library that can work in any type of project. Due to a couple of small requirements for encoding and a logging piece that allows logging Web content (dependency on HttpContext.Current) this utility library has a dependency on System.Web. Now System.Web is a pretty large assembly and generally you'd want to avoid adding it to a non-Web project if it can be helped. So I created a Console Application that loads my utility library: You can see that the top level Console app a reference to Westwind.Utilities and System.Data (beyond the core .NET libs). The Westwind.Utilities project on the other hand has quite a few dependencies including System.Web. I then add a main program that accesses only a simple utillity method in the Westwind.Utilities library that doesn't require any of the classes that access System.Web: static void Main(string[] args) { Console.WriteLine(StringUtils.NewStringId()); Console.ReadLine(); } StringUtils.NewStringId() calls into Westwind.Utilities, but it doesn't rely on System.Web. Any guesses what the assembly list looks like when I stop the code on the ReadLine() command? I'll wait here while you think about it… … … So, when I stop on ReadLine() and then fire up Process Explorer and check the assembly list I get: We can see here that .NET has not actually loaded any of the dependencies of the Westwind.Utilities assembly. Also not loaded is the top level System.Data reference even though it's in the dependent assembly list of the top level project. Since this particular function I called only uses core System functionality (contained in mscorlib) there's in fact nothing else loaded beyond the main application and my Westwind.Utilities assembly that contains the method accessed. None of the dependencies of Westwind.Utilities loaded. If you were to open the assembly in a disassembler like Reflector or ILSpy, you would however see all the compiled in dependencies. The referenced assemblies are in the dependency list and they are loadable, but they are not immediately loaded by the application. In other words the C# compiler and .NET linker are smart enough to figure out the dependencies based on the code that actually is referenced from your application and any dependencies cascading down into the dependencies from your top level application into the referenced assemblies. In the example above the usage requirement is pretty obvious since I'm only calling a single static method and then exiting the app, but in more complex applications these dependency relationships become very complicated - however it's all taken care of by the compiler and linker figuring out what types and members are actually referenced and including only those assemblies that are in fact referenced in your code or required by any of your dependencies. The good news here is: That if you are referencing an assembly that has a dependency on something like System.Web in a few places that are not actually accessed by any of your code or any dependent assembly code that you are calling, that assembly is never loaded into memory! Some Hosting Environments pre-load Assemblies The load behavior can vary however. In Console and desktop applications we have full control over assembly loading so we see the core CLR behavior. However other environments like ASP.NET for example will preload referenced assemblies explicitly as part of the startup process - primarily to minimize load conflicts. Specifically ASP.NET pre-loads all assemblies referenced in the assembly list and the /bin folder. So in Web applications it definitely pays to minimize your top level assemblies if they are not used. Understanding when Assemblies Load To clarify and see it actually happen what I described in the first example , let's look at a couple of other scenarios. To see assemblies loading at runtime in real time lets create a utility function to print out loaded assemblies to the console: public static void PrintAssemblies() { var assemblies = AppDomain.CurrentDomain.GetAssemblies(); foreach (var assembly in assemblies) { Console.WriteLine(assembly.GetName()); } } Now let's look at the first scenario where I have class method that references internally uses System.Web. In the first scenario lets add a method to my main program like this: static void Main(string[] args) { Console.WriteLine(StringUtils.NewStringId()); Console.ReadLine(); PrintAssemblies(); } public static void WebLogEntry() { var entry = new WebLogEntry(); entry.UpdateFromRequest(); Console.WriteLine(entry.QueryString); } UpdateFromWebRequest() internally accesses HttpContext.Current to read some information of the ASP.NET Request object so it clearly needs a reference System.Web to work. In this first example, the method that holds the calling code is never called, but exists as a static method that can potentially be called externally at some point. What do you think will happen here with the assembly loading? Will System.Web load in this example? No - it doesn't. Because the WebLogEntry() method is never called by the mainline application (or anywhere else) System.Web is not loaded. .NET dynamically loads assemblies as code that needs it is called. No code references the WebLogEntry() method and so System.Web is never loaded. Next, let's add the call to this method, which should trigger System.Web to be loaded because a dependency exists. Let's change the code to: static void Main(string[] args) { Console.WriteLine(StringUtils.NewStringId()); Console.WriteLine("--- Before:"); PrintAssemblies(); WebLogEntry(); Console.WriteLine("--- After:"); PrintAssemblies(); Console.ReadLine(); } public static void WebLogEntry() { var entry = new WebLogEntry(); entry.UpdateFromRequest(); Console.WriteLine(entry.QueryString); } Looking at the code now, when do you think System.Web will be loaded? Will the before list include it? Yup System.Web gets loaded, but only after it's actually referenced. In fact, just until before the call to UpdateFromRequest() System.Web is not loaded - it only loads when the method is actually called and requires the reference in the executing code. Moral of the Story So what have we learned - or maybe remembered again? Dependent Assembly References are not pre-loaded when an application starts (by default) Dependent Assemblies that are not referenced by executing code are never loaded Dependent Assemblies are just in time loaded when first referenced in code All of this is nothing new - .NET has always worked like this. But it's good to have a refresher now and then and go through the exercise of seeing it work in action. It's not one of those things we think about everyday, and as I found out last week, I couldn't remember exactly how it worked since it's been so long since I've learned about this. And apparently I'm not the only one as several other people I had discussions with in relation to loaded assemblies also didn't recall exactly what should happen or assumed incorrectly that just having a reference automatically loads the assembly. The moral of the story for me is: Trying at all costs to eliminate an assembly reference from a component is not quite as important as it's often made out to be. For example, the Westwind.Utilities module described above has a logging component, including a Web specific logging entry that supports pulling information from the active HTTP Context. Adding that feature requires a reference to System.Web. Should I worry about this in the scope of this library? Probably not, because if I don't use that one class of nearly a hundred, System.Web never gets pulled into the parent process. IOW, System.Web only loads when I use that specific feature and if I am, well I clearly have to be running in a Web environment anyway to use it realistically. The alternative would be considerably uglier: Pulling out the WebLogEntry class and sticking it into another assembly and breaking up the logging code. In this case - definitely not worth it. So, .NET definitely goes through some pretty nifty optimizations to ensure that it loads only what it needs and in most cases you can just rely on .NET to do the right thing. Sometimes though assembly loading can go wrong (especially when signed and versioned local assemblies are involved), but that's subject for a whole other post…© Rick Strahl, West Wind Technologies, 2005-2012Posted in .NET  CSharp   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • ASP.NET and HTML5 Local Storage

    - by Stephen Walther
    My favorite feature of HTML5, hands-down, is HTML5 local storage (aka DOM storage). By taking advantage of HTML5 local storage, you can dramatically improve the performance of your data-driven ASP.NET applications by caching data in the browser persistently. Think of HTML5 local storage like browser cookies, but much better. Like cookies, local storage is persistent. When you add something to browser local storage, it remains there when the user returns to the website (possibly days or months later). Importantly, unlike the cookie storage limitation of 4KB, you can store up to 10 megabytes in HTML5 local storage. Because HTML5 local storage works with the latest versions of all modern browsers (IE, Firefox, Chrome, Safari), you can start taking advantage of this HTML5 feature in your applications right now. Why use HTML5 Local Storage? I use HTML5 Local Storage in the JavaScript Reference application: http://Superexpert.com/JavaScriptReference The JavaScript Reference application is an HTML5 app that provides an interactive reference for all of the syntax elements of JavaScript (You can read more about the application and download the source code for the application here). When you open the application for the first time, all of the entries are transferred from the server to the browser (all 300+ entries). All of the entries are stored in local storage. When you open the application in the future, only changes are transferred from the server to the browser. The benefit of this approach is that the application performs extremely fast. When you click the details link to view details on a particular entry, the entry details appear instantly because all of the entries are stored on the client machine. When you perform key-up searches, by typing in the filter textbox, matching entries are displayed very quickly because the entries are being filtered on the local machine. This approach can have a dramatic effect on the performance of any interactive data-driven web application. Interacting with data on the client is almost always faster than interacting with the same data on the server. Retrieving Data from the Server In the JavaScript Reference application, I use Microsoft WCF Data Services to expose data to the browser. WCF Data Services generates a REST interface for your data automatically. Here are the steps: Create your database tables in Microsoft SQL Server. For example, I created a database named ReferenceDB and a database table named Entities. Use the Entity Framework to generate your data model. For example, I used the Entity Framework to generate a class named ReferenceDBEntities and a class named Entities. Expose your data through WCF Data Services. I added a WCF Data Service to my project and modified the data service class to look like this:   using System.Data.Services; using System.Data.Services.Common; using System.Web; using JavaScriptReference.Models; namespace JavaScriptReference.Services { [System.ServiceModel.ServiceBehavior(IncludeExceptionDetailInFaults = true)] public class EntryService : DataService<ReferenceDBEntities> { // This method is called only once to initialize service-wide policies. public static void InitializeService(DataServiceConfiguration config) { config.UseVerboseErrors = true; config.SetEntitySetAccessRule("*", EntitySetRights.All); config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; } // Define a change interceptor for the Products entity set. [ChangeInterceptor("Entries")] public void OnChangeEntries(Entry entry, UpdateOperations operations) { if (!HttpContext.Current.Request.IsAuthenticated) { throw new DataServiceException("Cannot update reference unless authenticated."); } } } }     The WCF data service is named EntryService. Notice that it derives from DataService<ReferenceEntitites>. Because it derives from DataService<ReferenceEntities>, the data service exposes the contents of the ReferenceEntitiesDB database. In the code above, I defined a ChangeInterceptor to prevent un-authenticated users from making changes to the database. Anyone can retrieve data through the service, but only authenticated users are allowed to make changes. After you expose data through a WCF Data Service, you can use jQuery to retrieve the data by performing an Ajax call. For example, I am using an Ajax call that looks something like this to retrieve the JavaScript entries from the EntryService.svc data service: $.ajax({ dataType: "json", url: “/Services/EntryService.svc/Entries”, success: function (result) { var data = callback(result["d"]); } });     Notice that you must unwrap the data using result[“d”]. After you unwrap the data, you have a JavaScript array of the entries. I’m transferring all 300+ entries from the server to the client when the application is opened for the first time. In other words, I transfer the entire database from the server to the client, once and only once, when the application is opened for the first time. The data is transferred using JSON. Here is a fragment: { "d" : [ { "__metadata": { "uri": "http://superexpert.com/javascriptreference/Services/EntryService.svc/Entries(1)", "type": "ReferenceDBModel.Entry" }, "Id": 1, "Name": "Global", "Browsers": "ff3_6,ie8,ie9,c8,sf5,es3,es5", "Syntax": "object", "ShortDescription": "Contains global variables and functions", "FullDescription": "<p>\nThe Global object is determined by the host environment. In web browsers, the Global object is the same as the windows object.\n</p>\n<p>\nYou can use the keyword <code>this</code> to refer to the Global object when in the global context (outside of any function).\n</p>\n<p>\nThe Global object holds all global variables and functions. For example, the following code demonstrates that the global <code>movieTitle</code> variable refers to the same thing as <code>window.movieTitle</code> and <code>this.movieTitle</code>.\n</p>\n<pre>\nvar movieTitle = \"Star Wars\";\nconsole.log(movieTitle === this.movieTitle); // true\nconsole.log(movieTitle === window.movieTitle); // true\n</pre>\n", "LastUpdated": "634298578273756641", "IsDeleted": false, "OwnerId": null }, { "__metadata": { "uri": "http://superexpert.com/javascriptreference/Services/EntryService.svc/Entries(2)", "type": "ReferenceDBModel.Entry" }, "Id": 2, "Name": "eval(string)", "Browsers": "ff3_6,ie8,ie9,c8,sf5,es3,es5", "Syntax": "function", "ShortDescription": "Evaluates and executes JavaScript code dynamically", "FullDescription": "<p>\nThe following code evaluates and executes the string \"3+5\" at runtime.\n</p>\n<pre>\nvar result = eval(\"3+5\");\nconsole.log(result); // returns 8\n</pre>\n<p>\nYou can rewrite the code above like this:\n</p>\n<pre>\nvar result;\neval(\"result = 3+5\");\nconsole.log(result);\n</pre>", "LastUpdated": "634298580913817644", "IsDeleted": false, "OwnerId": 1 } … ]} I worried about the amount of time that it would take to transfer the records. According to Google Chome, it takes about 5 seconds to retrieve all 300+ records on a broadband connection over the Internet. 5 seconds is a small price to pay to avoid performing any server fetches of the data in the future. And here are the estimated times using different types of connections using Fiddler: Notice that using a modem, it takes 33 seconds to download the database. 33 seconds is a significant chunk of time. So, I would not use the approach of transferring the entire database up front if you expect a significant portion of your website audience to connect to your website with a modem. Adding Data to HTML5 Local Storage After the JavaScript entries are retrieved from the server, the entries are stored in HTML5 local storage. Here’s the reference documentation for HTML5 storage for Internet Explorer: http://msdn.microsoft.com/en-us/library/cc197062(VS.85).aspx You access local storage by accessing the windows.localStorage object in JavaScript. This object contains key/value pairs. For example, you can use the following JavaScript code to add a new item to local storage: <script type="text/javascript"> window.localStorage.setItem("message", "Hello World!"); </script>   You can use the Google Chrome Storage tab in the Developer Tools (hit CTRL-SHIFT I in Chrome) to view items added to local storage: After you add an item to local storage, you can read it at any time in the future by using the window.localStorage.getItem() method: <script type="text/javascript"> window.localStorage.setItem("message", "Hello World!"); </script>   You only can add strings to local storage and not JavaScript objects such as arrays. Therefore, before adding a JavaScript object to local storage, you need to convert it into a JSON string. In the JavaScript Reference application, I use a wrapper around local storage that looks something like this: function Storage() { this.get = function (name) { return JSON.parse(window.localStorage.getItem(name)); }; this.set = function (name, value) { window.localStorage.setItem(name, JSON.stringify(value)); }; this.clear = function () { window.localStorage.clear(); }; }   If you use the wrapper above, then you can add arbitrary JavaScript objects to local storage like this: var store = new Storage(); // Add array to storage var products = [ {name:"Fish", price:2.33}, {name:"Bacon", price:1.33} ]; store.set("products", products); // Retrieve items from storage var products = store.get("products");   Modern browsers support the JSON object natively. If you need the script above to work with older browsers then you should download the JSON2.js library from: https://github.com/douglascrockford/JSON-js The JSON2 library will use the native JSON object if a browser already supports JSON. Merging Server Changes with Browser Local Storage When you first open the JavaScript Reference application, the entire database of JavaScript entries is transferred from the server to the browser. Two items are added to local storage: entries and entriesLastUpdated. The first item contains the entire entries database (a big JSON string of entries). The second item, a timestamp, represents the version of the entries. Whenever you open the JavaScript Reference in the future, the entriesLastUpdated timestamp is passed to the server. Only records that have been deleted, updated, or added since entriesLastUpdated are transferred to the browser. The OData query to get the latest updates looks like this: http://superexpert.com/javascriptreference/Services/EntryService.svc/Entries?$filter=(LastUpdated%20gt%20634301199890494792L) If you remove URL encoding, the query looks like this: http://superexpert.com/javascriptreference/Services/EntryService.svc/Entries?$filter=(LastUpdated gt 634301199890494792L) This query returns only those entries where the value of LastUpdated > 634301199890494792 (the version timestamp). The changes – new JavaScript entries, deleted entries, and updated entries – are merged with the existing entries in local storage. The JavaScript code for performing the merge is contained in the EntriesHelper.js file. The merge() method looks like this:   merge: function (oldEntries, newEntries) { // concat (this performs the add) oldEntries = oldEntries || []; var mergedEntries = oldEntries.concat(newEntries); // sort this.sortByIdThenLastUpdated(mergedEntries); // prune duplicates (this performs the update) mergedEntries = this.pruneDuplicates(mergedEntries); // delete mergedEntries = this.removeIsDeleted(mergedEntries); // Sort this.sortByName(mergedEntries); return mergedEntries; },   The contents of local storage are then updated with the merged entries. I spent several hours writing the merge() method (much longer than I expected). I found two resources to be extremely useful. First, I wrote extensive unit tests for the merge() method. I wrote the unit tests using server-side JavaScript. I describe this approach to writing unit tests in this blog entry. The unit tests are included in the JavaScript Reference source code. Second, I found the following blog entry to be super useful (thanks Nick!): http://nicksnettravels.builttoroam.com/post/2010/08/03/OData-Synchronization-with-WCF-Data-Services.aspx One big challenge that I encountered involved timestamps. I originally tried to store an actual UTC time as the value of the entriesLastUpdated item. I quickly discovered that trying to work with dates in JSON turned out to be a big can of worms that I did not want to open. Next, I tried to use a SQL timestamp column. However, I learned that OData cannot handle the timestamp data type when doing a filter query. Therefore, I ended up using a bigint column in SQL and manually creating the value when a record is updated. I overrode the SaveChanges() method to look something like this: public override int SaveChanges(SaveOptions options) { var changes = this.ObjectStateManager.GetObjectStateEntries( EntityState.Modified | EntityState.Added | EntityState.Deleted); foreach (var change in changes) { var entity = change.Entity as IEntityTracking; if (entity != null) { entity.LastUpdated = DateTime.Now.Ticks; } } return base.SaveChanges(options); }   Notice that I assign Date.Now.Ticks to the entity.LastUpdated property whenever an entry is modified, added, or deleted. Summary After building the JavaScript Reference application, I am convinced that HTML5 local storage can have a dramatic impact on the performance of any data-driven web application. If you are building a web application that involves extensive interaction with data then I recommend that you take advantage of this new feature included in the HTML5 standard.

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  • Integrate BING API for Search inside ASP.Net web application

    - by sreejukg
    As you might already know, Bing is the Microsoft Search engine and is getting popular day by day. Bing offers APIs that can be integrated into your website to increase your website functionality. At this moment, there are two important APIs available. They are Bing Search API Bing Maps The Search API enables you to build applications that utilize Bing’s technology. The API allows you to search multiple source types such as web; images, video etc. and supports various output prototypes such as JSON, XML, and SOAP. Also you will be able to customize the search results as you wish for your public facing website. Bing Maps API allows you to build robust applications that use Bing Maps. In this article I am going to describe, how you can integrate Bing search into your website. In order to start using Bing, First you need to sign in to http://www.bing.com/toolbox/bingdeveloper/ using your windows live credentials. Click on the Sign in button, you will be asked to enter your windows live credentials. Once signed in you will be redirected to the Developer page. Here you can create applications and get AppID for each application. Since I am a first time user, I don’t have any applications added. Click on the Add button to add a new application. You will be asked to enter certain details about your application. The fields are straight forward, only thing you need to note is the website field, here you need to enter the website address from where you are going to use this application, and this field is optional too. Of course you need to agree on the terms and conditions and then click Save. Once you click on save, the application will be created and application ID will be available for your use. Now we got the APP Id. Basically Bing supports three protocols. They are JSON, XML and SOAP. JSON is useful if you want to call the search requests directly from the browser and use JavaScript to parse the results, thus JSON is the favorite choice for AJAX application. XML is the alternative for applications that does not support SOAP, e.g. flash/ Silverlight etc. SOAP is ideal for strongly typed languages and gives a request/response object model. In this article I am going to demonstrate how to search BING API using SOAP protocol from an ASP.Net application. For the purpose of this demonstration, I am going to create an ASP.Net project and implement the search functionality in an aspx page. Open Visual Studio, navigate to File-> New Project, select ASP.Net empty web application, I named the project as “BingSearchSample”. Add a Search.aspx page to the project, once added the solution explorer will looks similar to the following. Now you need to add a web reference to the SOAP service available from Bing. To do this, from the solution explorer, right click your project, select Add Service Reference. Now the new service reference dialog will appear. In the left bottom of the dialog, you can find advanced button, click on it. Now the service reference settings dialog will appear. In the bottom left, you can find Add Web Reference button, click on it. The add web reference dialog will appear now. Enter the URL as http://api.bing.net/search.wsdl?AppID=<YourAppIDHere>&version=2.2 (replace <yourAppIDHere> with the appID you have generated previously) and click on the button next to it. This will find the web service methods available. You can change the namespace suggested by Bing, but for the purpose of this demonstration I have accepted all the default settings. Click on the Add reference button once you are done. Now the web reference to Search service will be added your project. You can find this under solution explorer of your project. Now in the Search.aspx, that you previously created, place one textbox, button and a grid view. For the purpose of this demonstration, I have given the identifiers (ID) as txtSearch, btnSearch, gvSearch respectively. The idea is to search the text entered in the text box using Bing service and show the results in the grid view. In the design view, the search.aspx looks as follows. In the search.aspx.cs page, add a using statement that points to net.bing.api. I have added the following code for button click event handler. The code is very straight forward. It just calls the service with your AppID, a query to search and a source for searching. Let us run this page and see the output when I enter Microsoft in my textbox. If you want to search a specific site, you can include the site name in the query parameter. For e.g. the following query will search the word Microsoft from www.microsoft.com website. searchRequest.Query = “site:www.microsoft.com Microsoft”; The output of this query is as follows. Integrating BING search API to your website is easy and there is no limit on the customization of the interface you can do. There is no Bing branding required so I believe this is a great option for web developers when they plan for site search.

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