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  • How can I recursively read out directories in Perl?

    - by Przemek
    Hi, I want to read out a directory recursively to print the data-structure in an HTML-Page with Template::Toolkit. But I'm hanging in how to save the Paths and Files in a form that can be read our easy. My idea started like this sub list_dirs{ my ($rootPath) = @_; my (@paths); $rootPath .= '/' if($rootPath !~ /\/$/); for my $eachFile (glob($path.'*')) { if(-d $eachFile) { push (@paths, $eachFile); $paths[$i] = &list_dirs($eachFile); } else { push (@files, $eachFile); } } return @paths; } How could I solve this problem?

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  • How to jar java source files from different (sub-)directories?

    - by Holger
    Consider the following directory structure: ./source/com/mypackage/../A.java ./extensions/extension1/source/com/mypackage/../T.java ./extensions/extension2/source/com/mypackage/../U.java ... ./extensions/extensionN/source/com/mypackage/../Z.java I want to produce a source jar with the following contents: com/mypackage/../A.java com/mypackage/../T.java com/mypackage/../U.java ... com/mypackage/../Z.java I know I could use a fileset for each source directory. But is there an easy solution using ANT without having to refer to all extensions explicitly?

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  • What are the best security measures to take for making certain directories private?

    - by Sattvic
    I have a directory on my server that I do not want Search Engines to crawl and I already set this rule in robots.txt I do want people that have logged in to be able to have access to this directory without having to enter a password or anything. I am thinking that a cookie is the best thing to put on users computers after they login, and if they have a cookie, they can access the directory. Is this possible, or is there a better way? I want people without this cookie to not have access to this directory - access for members only Any suggestions on the best design for this?

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • c++ property class structure

    - by Without me Its just Aweso
    I have a c++ project being developed in QT. The problem I'm running in to is I am wanting to have a single base class that all my property classes inherit from so that I can store them all together. Right now I have: class AbstractProperty { public: AbstractProperty(QString propertyName); virtual QString toString() const = 0; virtual QString getName() = 0; virtual void fromString(QString str) = 0; virtual int toInteger() = 0; virtual bool operator==(const AbstractProperty &rightHand) = 0; virtual bool operator!=(const AbstractProperty &rightHand) = 0; virtual bool operator<(const AbstractProperty &rightHand) = 0; virtual bool operator>(const AbstractProperty &rightHand) = 0; virtual bool operator>=(const AbstractProperty &rightHand) = 0; virtual bool operator<=(const AbstractProperty &rightHand) = 0; protected: QString name; }; then I am implementing classes such as PropertyFloat and PropertyString and providing implementation for the comparator operators based on the assumption that only strings are being compared with strings and so on. However the problem with this is there would be no compiletime error thrown if i did if(propertyfloat a < propertystring b) however my implementation of the operators for each derived class relies on them both being the same derived class. So my problem is I cant figure out how to implement a property structure so that I can have them all inherit from some base type but code like what I have above would throw a compile time error. Any ideas on how this can be done? For those familiar with QT I tried using also a implementation with QVariant however QVariant doesn't have operators < and defined in itself only in some of its derived classes so it didn't work out. What my end goal is, is to be able to generically refer to properties. I have an element class that holds a hashmap of properties with string 'name' as key and the AbstractProperty as value. I want to be able to generically operate on the properties. i.e. if I want to get the max and min values of a property given its string name I have methods that are completely generic that will pull out the associated AbstactProperty from each element and find the max/min no matter what the type is. so properties although initially declared as PropertyFloat/PropertyString they will be held generically.

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  • get-wmiobject sql join in powershell - trying to find physical memory vs. virtual memory of remote s

    - by Willy
    get-wmiobject -query "Select TotalPhysicalMemory from Win32_LogicalMemoryConfiguration" -computer COMPUTERNAME output.csv get-wmiobject -query "Select TotalPageFileSpace from Win32_LogicalMemoryConfiguration" -computer COMPUTERNAME output.csv I am trying to complete this script with an output as such: Computer Physical Memory Virtual Memory server1 4096mb 8000mb server2 2048mb 4000mb

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  • What's the best way to run a Linux virtual server in Windows 7?

    - by Leonid Shevtsov
    I need a virtual server for web development, it'll host Apache+Postgres+Ruby+something else. What's the most effective software to run such a server? (ie with least virtualization overhead) Is there a way to run Linux as as service? I use VirtualBox at the moment, but it's inconvenient in some ways, such as it needs an emulator window open which also captures keyboard input when alttabbed into. (Also, coLinux hangs at boot on my machine, so it's probably not an option)

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  • in Virtual C# 2010 express what is the most reliable way to detect windows OS Architecture (x86,x64)

    - by NightsEvil
    hi i am using Virtual C# 2010 express and i need the most reliable way (on button click) and in .NET 2.0 framework to detect if windows is currently x86 or x64 in a message box.. up till now i have been using this code but i need to know if there is a more accurate way? string target = @"C:\Windows\SysWow64"; { if (Directory.Exists(target)) { MessageBox.Show("x64"); } else { MessageBox.Show("x86"); }

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  • How would I sort files to directories based on filenames?

    - by gnomed
    I have a huge number of files to sort all named in some terrible convention. Here are some examples: (4)_mr__mcloughlin____.txt 12__sir_john_farr____.txt (b)mr__chope____.txt dame_elaine_kellett-bowman____.txt dr__blackburn______.txt These names are supposed to be a different person (speaker) each. Someone in another IT department produced these from a ton of XML files using some script but the naming is unfathomably stupid as you can see. I need to sort literally tens of thousands of these files with multiple files of text for each person; each with something stupid making the filename different, be it more underscores or some random number. They need to be sorted by speaker. This would be easier with a script to do most of the work then I could just go back and merge folders that should be under the same name or whatever. There are a number of ways I was thinking about doing this. parse the names from each file and sort them into folders for each unique name. get a list of all the unique names from the filenames, then look through this simplified list of unique names for similar ones and ask me whether they are the same, and once it has determined this it will sort them all accordingly. I plan on using Perl, but I can try a new language if it's worth it. I'm not sure how to go about reading in each filename in a directory one at a time into a string for parsing into an actual name. I'm not completely sure how to parse with regex in perl either, but that might be googleable. For the sorting, I was just gonna use the shell command: `cp filename.txt /example/destination/filename.txt` but just cause that's all I know so it's easiest. I dont even have a pseudocode idea of what im going to do either so if someone knows the best sequence of actions, im all ears. I guess I am looking for a lot of help, I am open to any suggestions. Many many many thanks to anyone who can help. B.

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  • Possible to change where Android Virtual Devices are saved?

    - by primehunter326
    I've set up the Android SDK and Eclipse on my machine running Windows XP and AVDs (Android Virtual Devices) are saved to "Documents and Settings\user\.android" by default. Is there any way to change this behavior? I have all of the other components saved in a directory on a separate partition and would like everything to be consolidated. Obviously not a huge deal but does anyone here know a workaround for this?

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  • Apache mod_rewrite : How to REWRITE (or whatever) child directories to parent?

    - by ????
    Actually i am trying to make a PHP MVC like application. A basic one. The current milestone i am reaching already includes: Basic RESTful Routing Means, if i type: www.example.com/items/book/8888 .. it properly just stays there as it is and i can already slice out the URL by slashes / and loads the responsible Controllers .... etc from the top single index.php file. I mean, so it is OK for the backend PHP. But the only problem is, it still CAN NOT process the REWRITES properly. For example, the CSS & JS are BROKEN as if i VIEW PAGE SOURCE of the page www.example.com/items/book/8888, the asset files are being called as: www.example.com/items/book/8888/css/main.css www.example.com/items/book/8888/js/jquery.js .. which really are PROBLEMS because in the code is like: <link type="text/css" rel="stylesheet" media="all" href="css/main.css"> <script type="text/javascript" src="js/jquery.js"></script> So the question is: How can i use Apache REWRITE (or whatever approach) to make sure every ASSET FILES to be correctly being called from the DOCROOT. For example, if i am in the URL: www.example.com/items/book/8888 My ASSET FILES should still be called as: www.example.com/css/main.css www.example.com/js/jquery.js Or is there any other methods i need to follow? Please kindly help suggest. Thank you.

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  • Is there a way to change the permissions of a series of directories on Windows 7 without getting a dialog box when it can't change the rights?

    - by leeand00
    Is there some way to change the permissions recursively on a series of directories without getting a dialog box that pops up and tells me it can't change the permissions on a particular file? I keep getting this dialogs multiple times duing the process of changing permissions: An error occurred while applying security information to: C:\pagefile.sys The process cannot access the file because it is being used another process. Eventually I get so many of them that I start clicking the mouse or pressing the space bar so many times that I accidentally click the cancel button. Also it would be great if I could keep a log of which files it can't change permissions on. Is this possible in Windows 7? Does it have to be done from the command prompt or from powershell?

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  • Storing non-content data in Orchard

    - by Bertrand Le Roy
    A CMS like Orchard is, by definition, designed to store content. What differentiates content from other kinds of data is rather subtle. The way I would describe it is by saying that if you would put each instance of a kind of data on its own web page, if it would make sense to add comments to it, or tags, or ratings, then it is content and you can store it in Orchard using all the convenient composition options that it offers. Otherwise, it probably isn't and you can store it using somewhat simpler means that I will now describe. In one of the modules I wrote, Vandelay.ThemePicker, there is some configuration data for the module. That data is not content by the definition I gave above. Let's look at how this data is stored and queried. The configuration data in question is a set of records, each of which has a number of properties: public class SettingsRecord { public virtual int Id { get; set;} public virtual string RuleType { get; set; } public virtual string Name { get; set; } public virtual string Criterion { get; set; } public virtual string Theme { get; set; } public virtual int Priority { get; set; } public virtual string Zone { get; set; } public virtual string Position { get; set; } } .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; } Each property has to be virtual for nHibernate to handle it (it creates derived classed that are instrumented in all kinds of ways). We also have an Id property. The way these records will be stored in the database is described from a migration: public int Create() { SchemaBuilder.CreateTable("SettingsRecord", table => table .Column<int>("Id", column => column.PrimaryKey().Identity()) .Column<string>("RuleType", column => column.NotNull().WithDefault("")) .Column<string>("Name", column => column.NotNull().WithDefault("")) .Column<string>("Criterion", column => column.NotNull().WithDefault("")) .Column<string>("Theme", column => column.NotNull().WithDefault("")) .Column<int>("Priority", column => column.NotNull().WithDefault(10)) .Column<string>("Zone", column => column.NotNull().WithDefault("")) .Column<string>("Position", column => column.NotNull().WithDefault("")) ); return 1; } When we enable the feature, the migration will run, which will create the table in the database. Once we've done that, all we have to do in order to use the data is inject an IRepository<SettingsRecord>, which is what I'm doing from the set of helpers I put under the SettingsService class: private readonly IRepository<SettingsRecord> _repository; private readonly ISignals _signals; private readonly ICacheManager _cacheManager; public SettingsService( IRepository<SettingsRecord> repository, ISignals signals, ICacheManager cacheManager) { _repository = repository; _signals = signals; _cacheManager = cacheManager; } The repository has a Table property, which implements IQueryable<SettingsRecord> (enabling all kind of Linq queries) as well as methods such as Delete and Create. Here's for example how I'm getting all the records in the table: _repository.Table.ToList() And here's how I'm deleting a record: _repository.Delete(_repository.Get(r => r.Id == id)); And here's how I'm creating one: _repository.Create(new SettingsRecord { Name = name, RuleType = ruleType, Criterion = criterion, Theme = theme, Priority = priority, Zone = zone, Position = position }); In summary, you create a record class, a migration, and you're in business and can just manipulate the data through the repository that the framework is exposing. You even get ambient transactions from the work context.

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  • How to setup a hyper-v domain with internet access

    - by fynnbob
    First off let me say that I'm not a network admin or server guy, I know very little about that stuff. What I'm trying to do is setup a virtualized domain using hyper-V. Here is the configuration: Physical Server: 4Mb RAM Windows Server 2008 R2 running Hyper-V Virtual Environment: One Domain Controller running Windows Server 2008 R2 One Client running Windows Server 2008 R2 I have been successful in setting up a virtual domain controller and adding a virtual client to that domain controller but I'm stuck at trying to give the virtual Environment Internet access. I can give the client VM Internet access if I remove them from the virtual domain but once I add them back to the virtual domain, Internet access is gone. I've read articles describing many different ways this can be done (using RRAS with NAT, using a wireless connection, etc...) but all of those articles only cover a small piece of the setup and also seem to be geared towards people who know there way around networking and servers which I don't. I'd like to know more but my thing is software development and I have my hands full trying to keep up with everything in that realm. I simply want to setup a virtual domain with Internet access for testing. Can anyone point me to any "for Dummy's" type information on how to setup this type of environment or can anyone provide this kind of step-by-step help. Any help would be very much appreciated.

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  • error with swiftmailer

    - by user1298805
    I'm trying to add a contact form to my website. In localhost it worked fine, now moving on Tiscali server I'm getting this error: Warning: is_writable() [function.is-writable]: open_basedir restriction in effect. File(/tmp) is not within the allowed path(s): (/var/www/virtual/mydomain.it/:/usr/share/php/:/var/www/ispcp/gui/tools/filemanager/) in /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/preferences.php on line 15` Fatal error: Uncaught exception Swift_TransportException' with message 'Expected response code 220 but got code "554", with message "554 santino.mail.tiscali.it ESMTP server not available from your IP "' in /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php:422 Stack trace: #0 /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php(315):` Swift_Transport_AbstractSmtpTransport->_assertResponseCode('554 santino.mai...', Array) #1 /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php(123): Swift_Transport_AbstractSmtpTransport->_readGreeting() #2 /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Mailer.php(79): Swift_Transport_AbstractSmtpTransport->start() #3 /var/www/virtual/mydomain.it/htdocs/prova-intro/mail_SwiftMailer.php(129): Swift_Mailer->send(Object(Swift_Message) in /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php on line 422` Parameter I'm using: define('HOST_SMTP', 'smtp.mydomain.it'); define('PORT_SMTP', 465); define('SECUTITY_SMTP', ssl); define('EMAIL_SMTP', '[email protected]'); define('PASSWORD_SMTP', 'xxxxxxx'); define('EMAIL_DESTINATARIO', $_POST['destinatario']); define('MAX_DIM_FILE', 1048576); // 1mb

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  • How to serialize a protected property in wcf

    - by Denis Rosca
    Hello everyone, I have to classes (Person and Address) that i need to send via wcf, the classes look like this: public class PersoanaFizica :IExtensibleDataObject { [DataMember] private Guid _id; [DataMember(Name = "Id")] protected virtual Guid Id { get { return _id; } set { _id = value; } } private ExtensionDataObject _extensionData; public virtual ExtensionDataObject ExtensionData { get { return _extensionData; } set { _extensionData = value; } } private string _firstName; [Searchable(PropertyName="FirstName")] [DataMember] public virtual string FirstName { get { return this._firstName; } set { this._firstName = value; } } private string _lastName; [Searchable(PropertyName="LastName")] [DataMember] public virtual string LastName { get { return this._lastName; } set { this. _lastName = value; } } private Address _address; [Searchable(PropertyName="Address")] [DataMember] public virtual Address Address { get { return this._address; } set { this._address = value; } } } public class Address : IExtensibleDataObject { [DataMember] private Guid _id; [DataMember] public virtual Guid Id { get { return _id; } set { _id = value; } } private ExtensionDataObject _extensionData; public virtual ExtensionDataObject ExtensionData { get { return _extensionData; } set { _extensionData = value; } } private string _country; [Searchable(PropertyName="Country")] [DataMember] public virtual string Country { get { return this._country; } set { this._country = value; } } // and some other properties related to the address } The problem is that when i try to send them via wcf, the client recieves the Id properties set to 00000-0000-00000-00000 or smth like this. Any idea why this is happening? And how to serialize the proper values? Thanks,Denis.

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  • I write barely functional scripts that tend to not be resuable and make the baby jesus cry. Please h

    - by maxxpower
    I received a request to add around 100 users to a linux box the users are already in ldap so I can't just use newusers and point it at a text file. Another admin is taking care of the ldap piece so all I have to do is create all the home directories and chown them to the correct user once he adds the users to the box. creating the directories isn't a problem, but I'd like a more elegant script for chowning them to the correct user. what I have currently basically looks like chown -R testuser1 testgroup1 /home/tetsuser1; chown -R testuser2 testgroup2 /home/testgroup2; chown -R testsuser3 testgroup1 /home/testuser3 bascially I took the request that the user name and group name popped it into excel added a column of "chown -R" to the front, then added a column of "/", copied and pasted the username column after it and then added a column of ";" and dragged it down to the second to last row. Popped it into notepad ran some quick find and replaces and in less than a minute I have a completed request and a sad empty feeling. I know this was a really ghetto method and I'm trying to get away from using excel to avoid learning new scripting techniques so here's my real question. tl;dr I made 100 home directories and chowned them to the correct users, but it was ugly. Actual question below. You have a file named idlist that looks like this (only with say 1000 users and real usernames and groups) testuser1 testgroup1 testuser2 testgroup2 testuser3 testgroup1 write a script that creates home directories for all the users and chowns the created directories to the correct user and group. To make the directories I used the following(feel free to flame/correct me on this as well. ) var= 'cut -f1 -d" " idlist' (I used backticks not apostrophes around the cut command) mkdir $var

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  • Why are my Fluent NHibernate SubClass Mappings generating redundant columns?

    - by Brook
    I'm using Fluent NHibernate 1.x build 694, built against NH 3.0 I have the following entities public abstract class Card { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual string Description { get; set; } public virtual Product Product { get; set; } public virtual Sprint Sprint { get; set; } } public class Story:Card { public virtual double Points { get; set; } public virtual int Priority { get; set; } public virtual IList<Task> Tasks { get; set; } } And the following mappings public class CardMap:ClassMap<Card> { public CardMap() { Id(c => c.Id) .Index("Card_Id"); Map(c => c.Name) .Length(50) .Not.Nullable(); Map(c => c.Description) .Length(1024) .Not.Nullable(); References(c=>c.Product) .Not.Nullable(); References(c=>c.Sprint) .Nullable(); } } public class StoryMap : SubclassMap<Story> { public StoryMap() { Map(s => s.Points); Map(s => s.Priority); HasMany(s => s.Tasks); } } When I generate my Schema, the tables are created as follows Card --------- Id Name Description Product_id Sprint_id Story ------------ Card_id Points Priority Product_id Sprint_id What I would have expected would have been to see the columns Product_id and Sprint_id ONLY in the Card table, not the Story table. What am I doing wrong or misunderstanding?

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  • Reflecting over classes in .NET produces methods only differing by a modifier

    - by mrjoltcola
    I'm a bit boggled by something, I hope the CLR gearheads can help. Apparently my gears aren't big enough. I have a reflector utility that generates assembly stubs for Cola for .NET, and I find classes have methods that only differ by a modifier, such as virtual. Example below, from Oracle.DataAccess.dll, method GetType(): class OracleTypeException : System.SystemException { virtual string ToString (); virtual System.Exception GetBaseException (); virtual void set_Source (string value); virtual void GetObjectData (System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context); virtual System.Type GetType (); // here virtual bool Equals (object obj); virtual int32 GetHashCode (); System.Type GetType (); // and here } What is this? I have not been able to reproduce this with C# and it causes trouble for Cola as it thinks GetType() is a redefinition, since the signature is identical. My method reflector starts like this: static void DisplayMethod(MethodInfo m) { if ( // Filter out things Cola cannot yet import, like generics, pointers, etc. m.IsGenericMethodDefinition || m.ContainsGenericParameters || m.ReturnType.IsGenericType || !m.ReturnType.IsPublic || m.ReturnType.IsArray || m.ReturnType.IsPointer || m.ReturnType.IsByRef || m.ReturnType.IsPointer || m.ReturnType.IsMarshalByRef || m.ReturnType.IsImport ) return; // generate stub signature // [snipped] }

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  • Would like some modelling tips for dependent values

    - by orjan
    I'm working on a model for a simple fishing competition and I have some issues with my design. The main class for the fishing game is Capture and it looks like this: public class Capture : Entity { public virtual int Weight { get; set; } public virtual int Length { get; set; } public virtual DateTime DateForCapture { get; set; } public virtual User CapturedBy { get; set; } public virtual Species Species { get; set; } } So far there´s no problem but I'm not really sure how to model the game. Every Species is connected to a reference weight that changes from year to year The number of point for a capture is its Weight divided by the current reference weight for the species. One way to solve the problem is to connect a capture to SpeciesReferenceWeight instead of Species public class SpeciesReferenceWeight : Entity { public virtual Species Species { get; set; } public virtual int ReferenceWeight { get; set; } public virtual int Year { get; set; } } But in that way that Capture is connected to the implementation details of the game and from my point of view a capture is still a capture even if it's not included in a game. The result I'm aiming for is like: http://hornalen.net/fishbonkern/2007/ that I wrote a couple of years ago with brute force sql and no domain model. I would be very happy for all kinds of feeback on this issue.

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  • Batch file recursively find files and rar them

    - by b1gf00t
    Hi there, I have a Parent Directory which hosts many sub directories, and in every sub directory there is .mpg movies. Some of the directories might contain one or more .mpg movies. I would like to automate the process below, which I have been doing manually. Step One If the directory has more than 1 .mpg file, I create separates directories for each and move each file into its directory, naming the directory as per the name of the file. Step Two I rar each video file in its directory as per one of my profiles, by that it splits the movie into 50MB parts, test the archive, delete the source, and instructs winrar to wait if another rar is executing. I am doing this so I can queue jobs manually. Step Three After having all the rars in the sub directories, I start creating a checksum for every directory, therefore leaving checksum.sfv in every directory. Step Four I copy the parent folder and its sub directories to my external drives. I was hoping that someone could assist me in creating a script. I was able to automate the process of creating directories as per the name of the file, and moving the file. However, I never succeeded in automating Step two. I am using the below software Winrar from rarlabs exf from exactfile Appreciate your assistance.

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