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  • PASS summit 2013. We do not remember days. We remember moments.

    - by Maria Zakourdaev
      "Business or pleasure?" barked the security officer in the Charlotte International Airport. "I’m not sure, sir," I whimpered, immediately losing all courage. "I'm here for the database technologies summit called PASS”. "Sounds boring. Definitely a business trip." Boring?! He couldn’t have been more wrong. If he only knew about the countless meetings throughout the year where I waved my hands at my great boss and explained again and again how fantastic this summit is and how much I learned last year. One by one, the drops of water began eating away at the stone. He finally approved of my trip just to stop me from torturing him. Time moves as slow as a turtle when you are waiting for something. Time runs as fast as a cheetah when you are there. PASS has come...and passed. It’s been an amazing week. Enormous sqlenergy has filled the city, filled the convention center and the surrounding pubs and restaurants. There were awesome speakers, great content, and the chance to meet most inspiring database professionals from all over the world. Some sessions were unforgettable. Imagine a fully packed room with more than 500 people in awed silence, catching each and every one of Paul Randall's words. His tremendous energy and deep knowledge were truly thrilling. No words can describe Rob Farley's unique presentation style, captivating and engaging the audience. When the precious session minutes were over, I could tell that the many random puzzle pieces of information that his listeners knew had been suddenly combined into a clear, cohesive picture. I was amazed as always by Paul White's great sense of humor and his phenomenal ability to explain complicated concepts in a simple way. The keynote by the brilliant Dr. DeWitt from Microsoft in front of the full summit audience of 5000 deeply listening people was genuinely breathtaking. The entire conference throughout offered excellent speakers who inspired me to absorb the knowledge and use it when I got home. To my great surprise, I found that there are other people in this world who like replication as much I do. During the Birds of a Feather Luncheon, SQL Server MVP Ted Krueger was writing a script for replicating the food to other tables. I learned many things at PASS, and not all of them were about SQL. After three summits, this time I finally got the knack of networking. I actually went up and spoke to people, and believe me, that was not easy for an introvert. But this is what the summit is all about. Sqlpeople. They are the ones who make it such an exciting experience. I will be looking forward to the next year. Till then I have my notes and new ideas. How long was the summit? Thousands of unforgettable moments.

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  • CVE-2011-1937 Cross-site scripting (XSS) vulnerability in Webmin

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-1937 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 Webmin Solaris 10 SPARC: 145006-03 X86: 145007-03 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Need a bounding box for CCSprite that includes all children/subchildren

    - by prototypical
    I have a CCSprite that has CCSprite children, and those CCSprite children have CCSprite children. The contentSize property doesn't seem to include all children/subchildren, and seems to only work for the base node. I could write a recursive method to traverse a CCSprite for all children/subchildren and calculate a proper boundingbox, but am curious as to if I am missing something and it's possible to get that information without doing so. I'l be a little surprised if such a method doesn't exist, but I can't seem to find it.

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  • What are the problems with a relatively large common library?

    - by Sam Pearson
    As long as the code in the base library is as loosely coupled as splitting it up into separate libraries, what's the problem? In general, having a lot of assemblies composing a .NET solution is painful. Plus, when code in one solution needs to be shared, it can just be added to the common library, rather than deciding which common library it should be added to or creating yet another library. edit: the question comes to me after using Smalltalk for a bit, where all the code is available to use, all the time.

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  • OEL5.5 released

    - by wim.coekaerts
    OEL 5.5 got pushed to ULN last night. we are creating the 5.5 base channel right now - for those that want the convenience of register to a specific update channel only. This is something we have done since the beginning (on ULN). The ISO images will appear on e-delivery in a number of days and for those customers that need urgent ISO access they can file a support SR.

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  • DNN Skin Developers & Consultants in India

    There are plenty of DNN Skin Developers and Consultants in India working and flourishing with a motto of doing their best so that the client base remains as robust as it ever was. The solutions they ... [Author: John Anthony - Computers and Internet - May 12, 2010]

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  • The Relationship Between JD Edwards World and IBM

    Get an update from Denise Grills, Senior Director of Product Strategy and Marketing for Oracle JD Edwards World and Gordon Orr, Global Systems Marketing Manager – Oracle Alliance on how the two companies have successfully built a partnership that has been very beneficial to their customer base and also get an update on the new POWER Systems Servers.

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  • Le W3C travaille sur les applications Web et les terminaux tactiles pour standardiser la manière d'interpréter les actions des utilisateurs

    Le W3C travaille sur les applications Web et les terminaux tactiles Pour standardiser la manière d'interpréter les actions des utilisateurs Le W3C se lance dans la définition d'un nouveau standard (baptisé « Touch Events Specification ») pour les applications Web spécialement conçues pour les téléphones mobiles et autres équipements à écran tactile (dont les tablettes) Les travaux, dont un « brouillon » (une pré-version du document) vient d'être publié par Doug Schepers - membre du W3C, ont pour but de définir une base commune sur la façon dont les navigateurs interprèteront les différentes actions des utilisateurs. Le brouillon présente par exemple comment on peut définir ...

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  • CVE-2012-6329 Code Injection vulnerability in Perl 5.8

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-6329 Code Injection vulnerability 7.5 Perl 5.8 Solaris 11.1 11.1.7.5.0 Solaris 10 Patches planned but not yet available This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Multiple vulnerabilities in fetchmail

    - by Umang_D
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-3389 Improper Input Validation vulnerability 4.3 fetchmail Solaris 11 11/11 SRU 12.4 CVE-2012-3482 Denial of Service vulnerability 5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • CVE-2009-5022 Buffer Overflow vulnerability in LibTIFF

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2009-5022 Buffer Overflow vulnerability 6.8 LibTIFF Solaris 8 SPARC: 139093-03 X86: 139094-03 Solaris 9 SPARC: 125673-05 X86: 125674-05 Solaris 10 SPARC: 119900-13 X86: 119901-12 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • A Code Statistics Utility

    - by TATWORTH
    SourceMonitor Beta Test Version 2.6.2.102 At http://www.campwoodsw.com/smbeta.html there is an excellent utility for producing statistics about your code base. This produces very useful statistics about your such as total lines and percentage of documentation. Recently it was extended with a new complexity metric that counts switch statements as one (all case statements within each switch block are ignored)"

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  • Multiple Resource Management Error vulnerabilities in libexpat

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-0876 Resource Management Errors vulnerability 4.3 libexpat Solaris 10 SPARC: 137147-07 X86: 137148-07 Solaris 11 11/11 SRU 11.4 CVE-2012-1148 Resource Management Errors vulnerability 5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Introduction par l'exemple à Entity Framework 5 Code First, un article de Serge Tahé

    Bonjour, J'ai mis en ligne "Introduction par l'exemple à Entity Framework 5 Code First". C'est un tutoriel destiné en priorité aux débutants même s'il peut intéresser d'autres publics. Citation: - Création d'une base SQL Server 2012 à partir d'entités EF5 ; - Ajout, Modification, Suppression d'entités ; - Requêtage du contexte de persistance avec LINQ to Entities ; - Gestion des entités détachées ; - Lazy et Eager loading ;

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  • SilverlightShow for Jan 7-13, 2011

    - by Dave Campbell
    Check out the Top Five most popular news at SilverlightShow for Feb 7-13, 2011. Here's SilverlightShow top 5 news for last week: Data Binding in Silverlight with RIA and EntityFramework - Part 1 (Displaying Data) Simple Silverlight MVVM Base Class This Thursday: Free Windows Phone 7 Webinar by Telerik A Circular ProgressBar Style using an Attached ViewModel Using SilverLight 4 Line Of Business Application Development Template (LOB) Visit and bookmark SilverlightShow. Stay in the 'Light

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  • CVE-2010-2761 Code Injection Vulnerability in Perl

    - by Umang_D
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2010-2761 Improper Control of Generation of Code ('Code Injection') vulnerability 4.3 Perl Solaris 9 Contact Support Solaris 10 SPARC : 146032-05 x86 : 146033-05 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Unconventional webapps con GWT/Elemental WebRTC e WebGL (parte 2)

    Unconventional webapps con GWT/Elemental WebRTC e WebGL (parte 2) Seconda parte del'intervento di Alberto Mancini del GDG Firenze: realizzata l'app di base, grazie a GWT e NyARToolkit, sarà possibile aggiungere della realtà aumentata direttamente sullo streaming video utilizzando dei marker. Post con esempi di codice all'indirizzo jooink.blogspot.it From: GoogleDevelopers Views: 28 2 ratings Time: 19:08 More in Science & Technology

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  • Develop web site from existing software or cherry pick and use a web framework?

    - by erisco
    A small team and I are tasked with developing a web site. The client has referenced a particular open source project (we'll call it X) when describing some of the features. Because of this, the team wants to start with X and adapt it to satisfy the client. I have looked at X and its code and, in my opinion, it would be unwise. However, my experience is limited, and could really benefit from the insights of others so that I can figure out what I should be asserting as the right direction for the team. My red flags are going up and this is why. X was developed in the earlier days of PHP; 500 line blocks of code are the norm; global variables are abundant; giant switch cases are the norm for switching between which page is shown. There is no clear mapping between URL and where the code for that page sits. From a feature-set standpoint, X is actually software specialized for a different task and has dozens of features we don't need or have use for that come as core assumptions. We will be unable to adapt X through its plugin system. That said, there are a few features which can be mapped, with some modification, to suit our purposes. I believe this is the attraction the team feels. I would feel comfortable if, instead of using X directly, we lifted what is salvageable and useful to us. We can then use that code, and the same 3rd party libraries X is using, in a new code base built on top of a PHP web framework (particularly Agavi, so you understand what I mean by 'web framework'). The web framework gives us a strong MVC structure and provides the common facilities for web development, or adapters to work with 3rd party libraries that do so. We will also have a clean slate feature-wise to work from, which means we can work additively instead of subtractively. Because the code base is better structured, and contains none of what we don't need, it will be easier to document, which is a critical requirement of our client. So to summarize, the team wants to use X, whereas I want to take the bits we can from X and use a web framework instead. I want to bounce this opinion off of other's experiences so that I can be more informed. Thanks for your insight.

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  • Ghost in the machine

    - by GrumpyOldDBA
    Well it does relate to ghosts, in this case dbGhost, http://dbghost.com/    which is what this post is about. Ghost creates databases on the fly, something I personally don’t like too much, which it then compares to a “base” database to produce release scripts. ( The brief description ). As with all things sometimes all is not well and the server is left with a number of ghost created databases so I have to have a job to delete these every night before backups, it’s not difficult to code...(read more)

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  • CVE-2012-6329 Code Injection vulnerability in Perl

    - by Ritwik Ghoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-6329 Code Injection vulnerability 7.5 Perl 5.12 Solaris 11.1 11.1.7.5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • How to avoid the exception “Substitution controls cannot be used in cached User Controls or cached M

    - by DigiMortal
    Recently I wrote example about using user controls with donut caching. Because cache substitutions are not allowed inside partially cached controls you may get the error Substitution controls cannot be used in cached User Controls or cached Master Pages when breaking this rule. In this posting I will introduce some strategies that help to avoid this error. How Substitution control checks its location? Substitution control uses the following check in its OnPreRender method. protected internal override void OnPreRender(EventArgs e) {     base.OnPreRender(e);     for (Control control = this.Parent; control != null;          control = control.Parent)     {         if (control is BasePartialCachingControl)         {             throw new HttpException(SR.GetString("Substitution_CannotBeInCachedControl"));         }     } } It traverses all the control tree up to top from its parent to find at least one control that is partially cached. If such control is found then exception is thrown. Reusing the functionality If you want to do something by yourself if your control may cause exception mentioned before you can use the same code. I modified the previously shown code to be method that can be easily moved to user controls base class if you have some. If you don’t you can use it in controls where you need this check. protected bool IsInsidePartialCachingControl() {     for (Control control = Parent; control != null;         control = control.Parent)         if (control is BasePartialCachingControl)             return true;       return false; } Now it is up to you how to handle the situation where your control with substitutions is child of some partially cache control. You can add here also some debug level output so you can see exactly what controls in control hierarchy are cached and cause problems.

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  • Firefox pour Windows 8 : premier build disponible, une pré-version encore en chantier mais déjà fonctionnelle

    Firefox Metro se concrétise Mozilla publie les images d'un premier prototype pour Windows 8 Mise à jour du 03/04/2012 Le port de Firefox sur l'environnement Metro de Windows 8 se confirme. Quelques jours seulement après la confirmation des plans de développement d'une version de Firefox pour Windows 8, la fondation Mozilla livre déjà les premiers résultats de ses travaux. L'organisme vient de publier les images d'un prototype basé sur le code source de Fennec (Firefox pour mobile) et le langage d'interface utilisateur XUL. [IMG]http://rdonfack.developpez.com/images/metro-startf.jpg[/IMG...

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