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  • Make a controller a superclass in MVC design pattern

    - by Nikola
    I am really confused how to handle this. I have: model.Outsider model.SubContractor (which extends Outsider) Basically, Outsider would mean Supplier, but SubContractor is not a Supplier itself so I had to divide it somehow. I used to have model.Outsider (super class of the two bellow) model.Supplier model.SubContractor But Supplier didn't have any unique fields so I have removed it (Was this correct?) So, continuing, I have db layer which has: db.DBOutsider db.DBSubContractor (which again extends the top one) And I have no place to put my Supplier methods. I can do that in DBOutsider, but then DBSubContractor (which extends DBOutsider) would get unnecessary methods. Do I create a DBSupplier even though there is no such class in the model layer? Then again, going to controller layer. It is the same situation as db layer. I have OutsiderController and SubContractorController (which extends the first one) (is this correct in first place? to have an extended controller?). But I have no place to put the methods which are concerned with Supplier and if I put them in the OutsiderController the SubContractorController would recieve unneccessary methods. At the moment I am going for the extra DBSupplier and SupplierController classes, but I have no idea if this is the correct way. Basically what perplexes me is the "empty" Supplier. Since it is supposed to be an Outsider but has no extra methods or fields, should there be an empty class?

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Nested entities in Google App Engine. Do I do it right?

    - by Aleksandr Makov
    Trying to make most of the GAE Datastore entities concept, but some doubts drill my head. Say I have the model: class User(ndb.Model): email = ndb.StringProperty(indexed=True) password = ndb.StringProperty(indexed=False) first_name = ndb.StringProperty(indexed=False) last_name = ndb.StringProperty(indexed=False) created_at = ndb.DateTimeProperty(auto_now_add=True) @classmethod def key(cls, email): return ndb.Key(User, email) @classmethod def Add(cls, email, password, first_name, last_name): user = User(parent=cls.key(email), email=email, password=password, first_name=first_name, last_name=last_name) user.put() UserLogin.Record(email) class UserLogin(ndb.Model): time = ndb.DateTimeProperty(auto_now_add=True) @classmethod def Record(cls, user_email): login = UserLogin(parent=User.key(user_email)) login.put() And I need to keep track of times of successful login operations. Each time user logs in, an UserLogin.Record() method will be executed. Now the question — do I make it right? Thanks. EDIT 2 Ok, used the typed arguments, but then it raised this: Expected Key instance, got User(key=Key('User', 5418393301680128), created_at=datetime.datetime(2013, 6, 27, 10, 12, 25, 479928), email=u'[email protected]', first_name=u'First', last_name=u'Last', password=u'password'). It's clear to understand, but I don't get why the docs are misleading? They implicitly propose to use: # Set Employee as Address entity's parent directly... address = Address(parent=employee) But Model expects key. And what's worse the parent=user.key() swears that key() isn't callable. And I found out the user.key works. EDIT 1 After reading the example form the docs and trying to replicate it — I got type error: TypeError('Model constructor takes no positional arguments.'). This is the exacto code used: user = User('[email protected]', 'password', 'First', 'Last') user.put() stamp = UserLogin(parent=user) stamp.put() I understand that Model was given the wrong argument, BUT why it's in the docs?

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  • Live Updates in PrimeFaces Line Chart

    - by Geertjan
    In the Facelets file: <p:layoutUnit position="center"> <h:form> <p:poll interval="3" update=":chartPanel" autoStart="true" /> </h:form> <p:panelGrid columns="1" id="chartPanel"> <p:lineChart xaxisLabel="Time" yaxisLabel="Position" value="#{chartController.linearModel}" legendPosition="nw" animate="true" style="height:400px;width: 1000px;"/> </p:panelGrid> </p:layoutUnit> The controler: import java.io.Serializable; import javax.inject.Named; import org.primefaces.model.chart.CartesianChartModel; import org.primefaces.model.chart.ChartSeries; @Named public class ChartController implements Serializable { private CartesianChartModel model; private ChartSeries data; public ChartController() { createLinearModel(); } private void createLinearModel() { model = new CartesianChartModel(); model.addSeries(getStockChartData("Stock Chart")); } private ChartSeries getStockChartData(String label) { data = new ChartSeries(); data.setLabel(label); for (int i = 1; i <= 20; i++) { data.getData().put(i, (int) (Math.random() * 1000)); } return data; } public CartesianChartModel getLinearModel() { return model; } } Based on this sample.

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  • MVC 2 Ajax.Beginform passes returned Html to javascript function

    - by Joe
    Hi, I have a small partial Create Person form in a page above a table of results. I want to be able to post the form to the server, which I can do no problem with ajax.Beginform. <% using (Ajax.BeginForm("Create", new AjaxOptions { OnComplete = "ProcessResponse" })) {%> <fieldset> <legend>Fields</legend> <div class="editor-label"> <%=Html.LabelFor(model => model.FirstName)%> </div> <div class="editor-field"> <%=Html.TextBoxFor(model => model.FirstName)%> <%=Html.ValidationMessageFor(model => model.FirstName)%> </div> <div class="editor-label"> <%=Html.LabelFor(model => model.LastName)%> </div> <div class="editor-field"> <%=Html.TextBoxFor(model => model.LastName)%> <%=Html.ValidationMessageFor(model => model.LastName)%> </div> <p> <input type="submit" /> </p> </fieldset> <% } %> Then in my controller I want to be able to post back a partial which is just a table row if the create is successful and append it to the table, which I can do easily with jquery. $('#personTable tr:last').after(data); However, if server validation fails I want to pass back my partial create person form with the validation errors and replace the existing Create Person form. I have tried returning a Json array Controller: return Json(new { Success = true, Html= this.RenderViewToString("PersonSubform",person) }); Javascript: var json_data = response.get_response().get_object(); with a pass/fail flag and the partial rendered as a string using the solition below but that doesnt render the mvc validation controls when the form fails. SO RenderPartialToString So, is there any way I can hand my javascript the out of the box PartialView("PersonForm") as its returned from my ajax.form? Can I pass some addition info as a Json array so I can tell if its pass or fail and maybe add a message? UPDATE I can now pass the HTML of a PartialView to my javascript but I need to pass some additional data pairs like ServerValidation : true/false and ActionMessage : "you have just created a Person Bill". Ideally I would pass a Json array rather than hidden fields in my partial. function ProcessResponse(response) { var html = response.get_data(); $("#campaignSubform").html(html); } Many thanks in advance

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  • MVC 2 Ajax.Beginform passes returned Html + Json to javascript function

    - by Joe
    Hi, I have a small partial Create Person form in a page above a table of results. I want to be able to post the form to the server, which I can do no problem with ajax.Beginform. <% using (Ajax.BeginForm("Create", new AjaxOptions { OnComplete = "ProcessResponse" })) {%> <fieldset> <legend>Fields</legend> <div class="editor-label"> <%=Html.LabelFor(model => model.FirstName)%> </div> <div class="editor-field"> <%=Html.TextBoxFor(model => model.FirstName)%> <%=Html.ValidationMessageFor(model => model.FirstName)%> </div> <div class="editor-label"> <%=Html.LabelFor(model => model.LastName)%> </div> <div class="editor-field"> <%=Html.TextBoxFor(model => model.LastName)%> <%=Html.ValidationMessageFor(model => model.LastName)%> </div> <p> <input type="submit" /> </p> </fieldset> <% } %> Then in my controller I want to be able to post back a partial which is just a table row if the create is successful and append it to the table, which I can do easily with jquery. $('#personTable tr:last').after(data); However, if server validation fails I want to pass back my partial create person form with the validation errors and replace the existing Create Person form. I have tried returning a Json array Controller: return Json(new { Success = true, Html= this.RenderViewToString("PersonSubform",person) }); Javascript: var json_data = response.get_response().get_object(); with a pass/fail flag and the partial rendered as a string using the solition below but that doesnt render the mvc validation controls when the form fails. SO RenderPartialToString So, is there any way I can hand my javascript the out of the box PartialView("PersonForm") as its returned from my ajax.form? Can I pass some addition info as a Json array so I can tell if its pass or fail and maybe add a message? UPDATE I can now pass the HTML of a PartialView to my javascript but I need to pass some additional data pairs like ServerValidation : true/false and ActionMessage : "you have just created a Person Bill". Ideally I would pass a Json array rather than hidden fields in my partial. function ProcessResponse(response) { var html = response.get_data(); $("#campaignSubform").html(html); } Many thanks in advance

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  • Learning to implement DIC in MVC

    - by Tom
    I am learning to apply DIC to MVC project. So, I have sketched this DDD-ish DIC-ready-ish layout to my best understanding. I have read many blogs articles wikis for the last few days. However, I am not confident about implementing it correctly. Could you please demonstrate to me how to put them into DIC the proper way? I prefer Ninject or Windsor after all the readings, but anyDIC will do as long as I can get the correct idea how to do it. Web controller... public class AccountBriefingController { //create private IAccountServices accountServices { get; set; } public AccountBriefingController(IAccountServices accsrv) accountServices = accsrv; } //do work public ActionResult AccountBriefing(string userid, int days) { //get days of transaction records for this user BriefingViewModel model = AccountServices.GetBriefing(userid, days); return View(model); } } View model ... public class BriefingViewModel { //from user repository public string UserId { get; set; } public string AccountNumber {get; set;} public string FirstName { get; set; } public string LastName { get; set; } //from account repository public string Credits { get; set; } public List<string> Transactions { get; set; } } Service layer ... public interface IAccountServices { BriefingViewModel GetBriefing(); } public class AccountServices { //create private IUserRepository userRepo {get; set;} private IAccountRepository accRepo {get; set;} public AccountServices(UserRepository ur, AccountRepository ar) { userRepo = ur; accRepo = ar; } //do work public BriefingViewModel GetBriefing(string userid, int days) { var model = new BriefingViewModel(); //<---is that okay to new a model here?? var user = userRepo.GetUser(userid); if(user != null) { model.UserId = userid; model.AccountNumber = user.AccountNumber; model.FirstName = user.FirstName; model.LastName = user.LastName; //account records model.Credits = accRepo.GetUserCredits(userid); model.Transactions = accRepo.GetUserTransactions(userid, days); } return model; } } Domain layer and data models... public interface IUserRepository { UserDataModel GetUser(userid); } public interface IAccountRepository { List<string> GetUserTransactions(userid, days); int GetUserCredits(userid); } // Entity Framework DBContext goes under here Please point out if my implementation is wrong, e.g.I can feel in AccountServices-GetBriefing - new BriefingViewModel() seems wrong to me, but I don't know how to fit the stud into DIC? Thank you very much for your help!

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  • Jquery only works the first time

    - by Tripping
    I am trying to teach myself general web development skills. I am trying to create a image upload with preview functionality using HTML5 FileAPI. Till now, I have created a file input which shows the preview of image when selected. Html mark up is below: <div> <!-- Photos --> <fieldset> <legend>PropertyPhotos</legend> <div class="upload-box" id="upload-box-1"> <div class="preview-box"> <img alt="Field for image cutting" id="preview_1" src="@Url.Content("~/Content/empty.png")" /> </div> <div> @Html.FileFor(model => model.File1) @Html.ValidationMessageFor(model => model.File1) </div> </div> <div class="upload-box" id="upload-box-2"> <div class="preview-box"> <img alt="Field for image cutting" id="preview_2" src="@Url.Content("~/Content/empty.png")" /> </div> <div> @Html.FileFor(model => model.File2) @Html.ValidationMessageFor(model => model.File2) </div> </div> <div class="upload-box" id="upload-box-3"> <div class="preview-box"> <img alt="Field for image cutting" id="preview_3" src="@Url.Content("~/Content/empty.png")" /> </div> <div> @Html.FileFor(model => model.File3) @Html.ValidationMessageFor(model => model.File3) </div> </div> </fieldset> </div> The Jquery to show preview and then display the next "upload-box" is as follows: <script type="text/javascript"> $(document).ready(function () { // show first box $("#upload-box-1").fadeIn(); //Get current & next step index var stepNum = $('div.upload-box').attr('id').replace(/[^\d]/g, ''); var nextNum = parseInt(stepNum)+1; //Get the preview image tag var preview = $('#preview_'+stepNum); //Load preview on file tag change and display second upload-box $('#File'+stepNum).change(function (evt) { var f = evt.target.files[0]; var reader = new FileReader(); if (!f.type.match('image.*')) { alert("The selected file does not appear to be an image."); return; } reader.onload = function (e) { preview.attr('src', e.target.result); }; reader.readAsDataURL(f); //Show next upload-box $("#upload-box-" + nextNum).fadeIn(); }); }); </script> However, this code only first for the first time ... i.e. on selecting a file - It shows a preview and then shows the next "upload-box". However, when I browse using the second file it doesn't show any preview. From what I have ready, I need to close the Jquery function so that it can be initialised again but I am not sure how to do that. Any help will be grateful.

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  • I am unsure of how to access a persistence entity from a JSP page?

    - by pharma_joe
    Hi, I am just learning Java EE, I have created a Persistence entity for a User object, which is stored in the database. I am now trying to create a JSP page that will allow a client to enter a new User object into the System. I am unsure of how the JSP page interacts with the User facade, the tutorials are confusing me a little. This is the code for the facade: <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Add User to System</title> </head> <body> <h2>Add User</h2> <h3>Please fill out the details to add a user to the system</h3> <form action=""> <label>Email:</label> <input type="text" name="email"><br /> <label>Password:</label> <input type="password" name="name"><br /> <label>Name:</label> <input type="text" name="name"><br /> <label>Address:</label> <input type="text" name="address"><br /> <label>Type:</label> <select name="type"> <option>Administrator</option> <option>Member</option> </select><br /> <input type="submit" value="Add" name="add"/> <input type="reset" value="clear" /> </form> </body> This is the code I have to add a new User object within the User facade class: @Stateless public class CinemaUserFacade { @PersistenceContext(unitName = "MonashCinema-warPU") private EntityManager em; public void create(CinemaUser cinemaUser) { em.persist(cinemaUser); } I am finding it a little difficult to get my head around the whole MVC thing, getting there but would appreciate it if someone could turn the light on for me!

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Windows 7 Phone Database – Querying with Views and Filters

    - by SeanMcAlinden
    I’ve just added a feature to Rapid Repository to greatly improve how the Windows 7 Phone Database is queried for performance (This is in the trunk not in Release V1.0). The main concept behind it is to create a View Model class which would have only the minimum data you need for a page. This View Model is then stored and retrieved rather than the whole list of entities. Another feature of the views is that they can be pre-filtered to even further improve performance when querying. You can download the source from the Microsoft Codeplex site http://rapidrepository.codeplex.com/. Setting up a view Lets say you have an entity that stores lots of data about a game result for example: GameScore entity public class GameScore : IRapidEntity {     public Guid Id { get; set; }     public string GamerId {get;set;}     public string Name { get; set; }     public Double Score { get; set; }     public Byte[] ThumbnailAvatar { get; set; }     public DateTime DateAdded { get; set; } }   On your page you want to display a list of scores but you only want to display the score and the date added, you create a View Model for displaying just those properties. GameScoreView public class GameScoreView : IRapidView {     public Guid Id { get; set; }     public Double Score { get; set; }     public DateTime DateAdded { get; set; } }   Now you have the view model, the first thing to do is set up the view at application start up. This is done using the following syntax. View Setup public MainPage() {     RapidRepository<GameScore>.AddView<GameScoreView>(x => new GameScoreView { DateAdded = x.DateAdded, Score = x.Score }); } As you can see, using a little bit of lambda syntax, you put in the code for constructing a single view, this is used internally for mapping an entity to a view. *Note* you do not need to map the Id property, this is done automatically, a view model id will always be the same as it’s corresponding entity.   Adding Filters One of the cool features of the view is that you can add filters to limit the amount of data stored in the view, this will dramatically improve performance. You can add multiple filters using the fluent syntax if required. In this example, lets say that you will only ever show the scores for the last 10 days, you could add a filter like the following: Add single filter public MainPage() {     RapidRepository<GameScore>.AddView<GameScoreView>(x => new GameScoreView { DateAdded = x.DateAdded, Score = x.Score })         .AddFilter(x => x.DateAdded > DateTime.Now.AddDays(-10)); } If you wanted to further limit the data, you could also say only scores above 100: Add multiple filters public MainPage() {     RapidRepository<GameScore>.AddView<GameScoreView>(x => new GameScoreView { DateAdded = x.DateAdded, Score = x.Score })         .AddFilter(x => x.DateAdded > DateTime.Now.AddDays(-10))         .AddFilter(x => x.Score > 100); }   Querying the view model So the important part is how to query the data. This is done using the repository, there is a method called Query which accepts the type of view as a generic parameter (you can have multiple View Model types per entity type) You can either use the result of the query method directly or perform further querying on the result is required. Querying the View public void DisplayScores() {     RapidRepository<GameScore> repository = new RapidRepository<GameScore>();     List<GameScoreView> scores = repository.Query<GameScoreView>();       // display logic } Further Filtering public void TodaysScores() {     RapidRepository<GameScore> repository = new RapidRepository<GameScore>();     List<GameScoreView> todaysScores = repository.Query<GameScoreView>().Where(x => x.DateAdded > DateTime.Now.AddDays(-1)).ToList();       // display logic }   Retrieving the actual entity Retrieving the actual entity can be done easily by using the GetById method on the repository. Say for example you allow the user to click on a specific score to get further information, you can use the Id populated in the returned View Model GameScoreView and use it directly on the repository to retrieve the full entity. Get Full Entity public void GetFullEntity(Guid gameScoreViewId) {     RapidRepository<GameScore> repository = new RapidRepository<GameScore>();     GameScore fullEntity = repository.GetById(gameScoreViewId);       // display logic } Synchronising The View If you are upgrading from Rapid Repository V1.0 and are likely to have data in the repository already, you will need to perform a synchronisation to ensure the views and entities are fully in sync. You can either do this as a one off during the application upgrade or if you are a little more cautious, you could run this at each application start up. Synchronise the view public void MyUpgradeTasks() {     RapidRepository<GameScore>.SynchroniseView<GameScoreView>(); } It’s worth noting that in normal operation, the view keeps itself in sync with the entities so this is only really required if you are upgrading from V1.0 to V2.0 when it gets released shortly.   Summary I really hope you like this feature, it will be great for performance and I believe supports good practice by promoting the use of View Models for specific pages. I’m hoping to produce a beta for this over the next few days, I just want to add some more tests and hopefully iron out any bugs. I would really appreciate any thoughts on this feature and would really love to know of any bugs you find. You can download the source from the following : http://rapidrepository.codeplex.com/ Kind Regards, Sean McAlinden.

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  • EM12c Release 4: New EMCLI Verbs

    - by SubinDaniVarughese
    Here are the new EM CLI verbs in Enterprise Manager 12c Release 4 (12.1.0.4). This helps you in writing new scripts or enhancing your existing scripts for further automation. Basic Administration Verbs invoke_ws - Invoke EM web service.ADM Verbs associate_target_to_adm - Associate a target to an application data model. export_adm - Export Application Data Model to a specified .xml file. import_adm - Import Application Data Model from a specified .xml file. list_adms - List the names, target names and application suites of existing Application Data Models verify_adm - Submit an application data model verify job for the target specified.Agent Update Verbs get_agent_update_status -  Show Agent Update Results get_not_updatable_agents - Shows Not Updatable Agents get_updatable_agents - Show Updatable Agents update_agents - Performs Agent Update Prereqs and submits Agent Update JobBI Publisher Reports Verbs grant_bipublisher_roles - Grants access to the BI Publisher catalog and features. revoke_bipublisher_roles - Revokes access to the BI Publisher catalog and features.Blackout Verbs create_rbk - Create a Retro-active blackout.CFW Verbs cancel_cloud_service_requests -  To cancel cloud service requests delete_cloud_service_instances -  To delete cloud service instances delete_cloud_user_objects - To delete cloud user objects. get_cloud_service_instances - To get information about cloud service instances get_cloud_service_requests - To get information about cloud requests get_cloud_user_objects - To get information about cloud user objects.Chargeback Verbs add_chargeback_entity - Adds the given entity to Chargeback. assign_charge_plan - Assign a plan to a chargeback entity. assign_cost_center - Assign a cost center to a chargeback entity. create_charge_entity_type - Create  charge entity type export_charge_plans - Exports charge plans metadata to file export_custom_charge_items -  Exports user defined charge items to a file import_charge_plans - Imports charge plans metadata from given file import_custom_charge_items -  Imports user defined charge items metadata from given file list_charge_plans - Gives a list of charge plans in Chargeback. list_chargeback_entities - Gives a list of all the entities in Chargeback list_chargeback_entity_types - Gives a list of all the entity types that are supported in Chargeback list_cost_centers - Lists the cost centers in Chargeback. remove_chargeback_entity - Removes the given entity from Chargeback. unassign_charge_plan - Un-assign the plan associated to a chargeback entity. unassign_cost_center - Un-assign the cost center associated to a chargeback entity.Configuration/Association History disable_config_history - Disable configuration history computation for a target type. enable_config_history - Enable configuration history computation for a target type. set_config_history_retention_period - Sets the amount of time for which Configuration History is retained.ConfigurationCompare config_compare - Submits the configuration comparison job get_config_templates - Gets all the comparison templates from the repositoryCompliance Verbs fix_compliance_state -  Fix compliance state by removing references in deleted targets.Credential Verbs update_credential_setData Subset Verbs export_subset_definition - Exports specified subset definition as XML file at specified directory path. generate_subset - Generate subset using specified subset definition and target database. import_subset_definition - Import a subset definition from specified XML file. import_subset_dump - Imports dump file into specified target database. list_subset_definitions - Get the list of subset definition, adm and target nameDelete pluggable Database Job Verbs delete_pluggable_database - Delete a pluggable databaseDeployment Procedure Verbs get_runtime_data - Get the runtime data of an executionDiscover and Push to Agents Verbs generate_discovery_input - Generate Discovery Input file for discovering Auto-Discovered Domains refresh_fa - Refresh Fusion Instance run_fa_diagnostics - Run Fusion Applications DiagnosticsFusion Middleware Provisioning Verbs create_fmw_domain_profile - Create a Fusion Middleware Provisioning Profile from a WebLogic Domain create_fmw_home_profile - Create a Fusion Middleware Provisioning Profile from an Oracle Home create_inst_media_profile - Create a Fusion Middleware Provisioning Profile from Installation MediaGold Agent Image Verbs create_gold_agent_image - Creates a gold agent image. decouple_gold_agent_image - Decouples the agent from gold agent image. delete_gold_agent_image - Deletes a gold agent image. get_gold_agent_image_activity_status -  Gets gold agent image activity status. get_gold_agent_image_details - Get the gold agent image details. list_agents_on_gold_image - Lists agents on a gold agent image. list_gold_agent_image_activities - Lists gold agent image activities. list_gold_agent_image_series - Lists gold agent image series. list_gold_agent_images - Lists the available gold agent images. promote_gold_agent_image - Promotes a gold agent image. stage_gold_agent_image - Stages a gold agent image.Incident Rules Verbs add_target_to_rule_set - Add a target to an enterprise rule set. delete_incident_record - Delete one or more open incidents remove_target_from_rule_set - Remove a target from an enterprise rule set. Job Verbs export_jobs - Export job details in to an xml file import_jobs - Import job definitions from an xml file job_input_file - Supply details for a job verb in a property file resume_job - Resume a job or set of jobs suspend_job - Suspend a job or set of jobs Oracle Database as Service Verbs config_db_service_target - Configure DB Service target for OPCPrivilege Delegation Settings Verbs clear_default_privilege_delegation_setting - Clears the default privilege delegation setting for a given list of platforms set_default_privilege_delegation_setting - Sets the default privilege delegation setting for a given list of platforms test_privilege_delegation_setting - Tests a Privilege Delegation Setting on a hostSSA Verbs cleanup_dbaas_requests - Submit cleanup request for failed request create_dbaas_quota - Create Database Quota for a SSA User Role create_service_template - Create a Service Template delete_dbaas_quota - Delete the Database Quota setup for a SSA User Role delete_service_template - Delete a given service template get_dbaas_quota - List the Database Quota setup for all SSA User Roles get_dbaas_request_settings - List the Database Request Settings get_service_template_detail - Get details of a given service template get_service_templates -  Get the list of available service templates rename_service_template -  Rename a given service template update_dbaas_quota - Update the Database Quota for a SSA User Role update_dbaas_request_settings - Update the Database Request Settings update_service_template -  Update a given service template. SavedConfigurations get_saved_configs  - Gets the saved configurations from the repository Server Generated Alert Metric Verbs validate_server_generated_alerts  - Server Generated Alert Metric VerbServices Verbs edit_sl_rule - Edit the service level rule for the specified serviceSiebel Verbs list_siebel_enterprises -  List Siebel enterprises currently monitored in EM list_siebel_servers -  List Siebel servers under a specified siebel enterprise update_siebel- Update a Siebel enterprise or its underlying serversSiteGuard Verbs add_siteguard_aux_hosts -  Associate new auxiliary hosts to the system configure_siteguard_lag -  Configure apply lag and transport lag limit for databases delete_siteguard_aux_host -  Delete auxiliary host associated with a site delete_siteguard_lag -  Erases apply lag or transport lag limit for databases get_siteguard_aux_hosts -  Get all auxiliary hosts associated with a site get_siteguard_health_checks -  Shows schedule of health checks get_siteguard_lag -  Shows apply lag or transport lag limit for databases schedule_siteguard_health_checks -  Schedule health checks for an operation plan stop_siteguard_health_checks -  Stops all future health check execution of an operation plan update_siteguard_lag -  Updates apply lag and transport lag limit for databasesSoftware Library Verbs stage_swlib_entity_files -  Stage files of an entity from Software Library to a host target.Target Data Verbs create_assoc - Creates target associations delete_assoc - Deletes target associations list_allowed_pairs - Lists allowed association types for specified source and destination list_assoc - Lists associations between source and destination targets manage_agent_partnership - Manages partnership between agents. Used for explicitly assigning agent partnershipsTrace Reports generate_ui_trace_report  -  Generate and download UI Page performance report (to identify slow rendering pages)VI EMCLI Verbs add_virtual_platform - Add Oracle Virtual PLatform(s). modify_virtual_platform - Modify Oracle Virtual Platform.To get more details about each verb, execute$ emcli help <verb_name>Example: $ emcli help list_assocNew resources in list verbThese are the new resources in EM CLI list verb :Certificates  WLSCertificateDetails Credential Resource Group  PreferredCredentialsDefaultSystemScope - Preferred credentials (System Scope)   PreferredCredentialsSystemScope - Target preferred credentialPrivilege Delegation Settings  TargetPrivilegeDelegationSettingDetails  - List privilege delegation setting details on a host  TargetPrivilegeDelegationSetting - List privilege delegation settings on a host   PrivilegeDelegationSettings  - Lists all Privilege Delegation Settings   PrivilegeDelegationSettingDetails - Lists details of  Privilege Delegation Settings To get more details about each resource, execute$ emcli list -resource="<resource_name>" -helpExample: $ emcli list -resource="PrivilegeDelegationSettings" -helpDeprecated Verbs:Agent Administration Verbs resecure_agent - Resecure an agentTo get the complete list of verbs, execute:$ emcli help Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter Download the Oracle Enterprise Manager 12c Mobile app

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  • How to make ASP.Net MVC checkboxes keep state

    - by myotherme
    I have the following situation: I have a class Product that can have a confirmation from various Stations. So I have a ViewModel that holds the Product information, and a list of stations, and all the ProductStationConfirmations. public class ProductViewModel { public Product Product { get; private set; } public List<Station> Stations { get; private set; } public Dictionary<string, ProductStationConfirmation> ProductStationConfirmations { get; private set; } public ProductViewModel(int productID) { // Loads everything from DB } } In my partial view for inserting/editing I iterate over the stations to make a checkbox for each of them: <div class="editor-label"> <%= Html.LabelFor(model => model.Product.Title)%> </div> <div class="editor-field"> <%= Html.TextBoxFor(model => model.Product.Title)%> <%= Html.ValidationMessageFor(model => model.Product.Title)%> </div> <fieldset> <legend>Station Confirmations</legend> <% foreach (var station in Model.Stations) { %> <div class="nexttoeachother"> <div> <%= Html.Encode(station.Name) %> </div> <div> <%= Html.CheckBox("confirm_"+station.ID.ToString(), Request["confirm_"+station.ID.ToString()] == null ? Model.ProductStationConfirmations.ContainsKey(Entities.ProductStationConfirmation.MakeHash(Model.Product.ID, station.ID)) : Request["confirm_" + station.ID.ToString()].Contains("true") ) %> </div> </div> <% } %> </fieldset> This works and I can process the Request values to store the confirmed Stations, but it is really messy. I made it this way to preserve the state of the checkboxes between round trips if there is a problem with the model (missing title, bad value for decimal, or something that can only be checked server-side like duplicate tile). I would expect that there is a nicer way to do this, I just don't know what it is. I suspect that I need to change the shape of my ViewModel to better accommodate the data, but i don't know how. I am using MVC 2.

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Novas video aulas gratuitas

    - by renatohaddad
    Olá Pessoal, Para você que estudou os meus treinamentos ou tem curiosidade em aprender um determinado tópico, acabei de colocar no meu site quatro novas Aulas Free com os seguintes tópicos: Alterar Web.Config em tempo de execução Veja como alterar os valores das chaves no web.config diretamente via código, permitindo ao administrador da aplicação alterar qualquer item no web.config sem precisar fazer download e upload do arquivo para efetuar as devidas alterações. Uso do DbSet no Entity Framework 4.1 Veja como instalar o EF 4.1, criar duas classes vinculadas, definir o contexto com o DbSet para que na execução do programa, o EF4.1 crie o banco de dados baseado nas classes. Uso de Tipos Complexos no Entity Framework 4 Sabia o que é e como aplicar um tipo complexo no Entity Framework 4. Desta forma você conseguirá criar propriedades complexas para otimizar a estrutura das classes, assim como aprender como que o tipo complexo é gerado no banco de dados sql server. Relacionamento muitos para muitos no Entity Framework 4 Aprenda como o Entity Framework 4 trabalha com um relacionamento muitos para muitos, desde a definição no ORM no EDMX, definir o tipo de associação, como incluir e ler dados das tabelas geradas no banco de dados do sql server. Deixe o "indiano" trabalhar com o compilador para nos ajudar, com certeza ele não irá errar nas tarefas. Bons estudos e fique à vontade para me dar feedbacks. Abração! Renato Haddad

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  • SharePoint 2010 Data Retrival Techinques

    - by Jayant Sharma
    In SharePoint, we have two options to perform CRUD operation.1. using server side code2. using client side codeusing server side code, we have 1. CAML2. LINQusing client side code, we have 1. Client Object Model    1.1.      Managed Client Object Model     1.2.     Silverlight Client Object Model    1.3.     ECMA Client Object Model2. SharePoint Web Services3. ADO Data Service (based on REST Web Services)4. Using RPC Call (owssvr.dll)Which and when these options are used depend upon requirements. Every options are certain advantages and disadvantages. So, before start development of any new sharepoint project, it is important to understand the limitations of different methods.Server Object Model is used when our application is host on the same server on which sharepoint is installed. while Client Side code is used to access sharepoint from client system. In SharePoint 2010 specially Client Object Model (COM) are introduced to perform the sharepoint operations from client system. Advantage of CAML:    -  It is fast.    -  Can be use it from all kind of technology like Silverlight, or Jquery    -  You can use U2U CAML Query builder to generate CAML Query.Disadvantage Of CAML:    - Error Prone, as we can detect the error only at runtimeAdvantage of LINQ:    -  Object Oriented technique (Object Relation Model)    -  LINQ  to SharePoint provider are working with Strongly Type List Item Objects, So intellisence are present at runtime    -  No need of knowledge of CAML    -  Less Error Prone as it as it uses C# syntex.    -  You can compare two Fields of SharePoint ListDisadvantage Of LINQ:    -  List Attachment is not supported in SPMetal Tool    -  Created By, Created, Modified and Modified By Fields are not created by SPMetal Tool.    -  Custom fields are not created by SPMetal Tools    -  External Lists are not supported    -  Though at backend LINQ genenates CAML Query so it is slower than directly using CAML in Code.  Advantage of Client Object Model    -  Used to access sharepoint from client system    -  No WebServer is required at Client End    - Can use Silverlight and JavaScripts to make better and fast User experienceDisadvantage of Client Object Model    -  You cannot use RunwithEleveatedPrivilege    - Cross Site Collection query are not possible    - Lesser API's are availableADO.Net Data Services:    -  Only List based operations are possible, other type of operations are not possible.SharePoint Web Services and RPC Call:    - Previously it was used in SharePoint 2007 but after the introduction  of Client Object Model,  Microsoft recommends not to use Web Services to fetch data from SharePoint. In SharePoint 2010 it is avaliable only for backward compatibility.Ref: http://msdn.microsoft.com/en-us/library/ee539764Jayant Sharma

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  • MySql Connector/NET 6.7.4 GA has been released

    - by fernando
    MySQL Connector/Net 6.7.4, a new version of the all-managed .NET driver for MySQL has been released.  This is the GA, is feature complete. It is recommended for production environments.  It is appropriate for use with MySQL server versions 5.0-5.7.  It is now available in source and binary form from http://dev.mysql.com/downloads/connector/net/#downloads and mirror sites (note that not all mirror sites may be up to date at this point-if you can't find this version on some mirror, please try again later or choose another download site.) The 6.7 version of MySQL Connector/Net brings the following new features: -  WinRT Connector. -  Load Balancing support. -  Entity Framework 5.0 support. -  Memcached support for Innodb Memcached plugin. -  This version also splits the product in two: from now on, starting version 6.7, Connector/NET will include only the former Connector/NET ADO.NET driver, Entity Framework and ASP.NET providers (Core libraries of MySql.Data, MySql.Data.Entity & MySql.Web). While all the former product Visual Studio integration (Design support, Intellisense, Debugger) are available as part of MySql Windows Installer under the name "MySql for Visual Studio".  WinRT Connector  ------------------------------------------- Now you can write MySql data access apps in Windows Runtime (aka Store Apps) using the familiar API of Connector/NET for .NET.  Load Balancing Support  -------------------------------------------  Now you can setup a Replication or Cluster configuration in the backend, and Connector/NET will balance the load of queries among all servers making up the backend topology.  Entity Framework 5.0  -------------------------------------------  Connector/NET is now compatible with EF 5, including special features of EF 5 like spatial types.  Memcached  -------------------------------------------  Just setup Innodb memcached plugin and use Connector/NET new APIs to establish a client to MySql 5.6 server's memcached daemon.  Bug fixes included in this release: - Fix for Entity Framework when inserts data having Identity columns (Oracle bug #16494585). - Fix for Connector/NET cannot read data from a MySql table using UTF-16/UTF-32 (MySql bug #69169, Oracle bug #16776818). - Fix for Malformed query in Entity Framework when eager loading due to multiple projections (MySql bug #67183, Oracle bug #16872852). - Fix for database objects with 'dbo' prefix when using automatic migrations in Entity Framework 5.0 (Oracle bug #16909439). - Fix for bug IIS application pool reset worker process causes website to crash (Oracle bug #16909237, Mysql Bug #67665). - Fix for bug Error in LINQ to Entities query when using Distinct().Count() (MySql Bug #68513, Oracle bug #16950146). - Fix for occasionally return no data when socket connection is slow, interrupted or delayed (MySql bug #69039, Oracle bug #16950212). - Fix for ConstraintException when filling a datatable (MySql bug #65065, Oracle bug #16952323). - Fix for Data Provider is not found after uninstalling Mysql for visual studio (Oracle bug #16973456). - Fix for nested sql generated for LINQ to Entities query with Take and Order by (MySql bug #65723, Oracle bug #16973939). The documentation is available at http://dev.mysql.com/doc/refman/5.7/en/connector-net.html  Enjoy and thanks for the support!  --  Fernando Gonzalez Sanchez | Software Engineer |  Oracle MySQL Windows Experience Team, Connector/NET  Guadalajara | Jalisco | Mexico 

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • Shoulda: How would I use an instance variable outside of a setup or should block?

    - by TheDeeno
    I'm trying to do something like the following: @special_attributes = Model.new.methods.select # a special subset @special_attributes.each do |attribute| context "A model with #{attribute}" setup do @model = Model.new end should "have some special characteristic" assert @model.method(attribute).call end end end However, @special_attributes is out of scope when running the unit tests, leaving me with a nil object on line 2. I can't figure out where to define it to bring it in scope. Any thoughts?

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  • Difference between EJB Persist & Merge operation

    - by shantala.sankeshwar
    This article gives the difference between EJB Persist & Merge operations with scenarios.Use Case Description Users working on EJB persist & merge operations often have this question in mind " When merge can create new entity as well as modify existing entity,then why do we have 2 separate operations - persist & merge?" The reason is very simple.If we use merge operation to create new entity & if the entity exists then it does not throw any exception,but persist throws exception if the entity already exists.Merge should be used to modify the existing entity.The sql statement that gets executed on persist operation is insert statement.But in case of merge first select statement gets executed & then update sql statement gets executed.Scenario 1: Persist operation to create new Emp recordLet us suppose that we have a Java EE Web Application created with Entities from Emp table & have created session bean with data control. Drop Emp Object(Expand SessionEJBLocal->Constructors under Data Controls) as ADF Parameter form in jspx pageDrop persistEmp(Emp) as ADF CommandButton & provide #{bindings.EmpIterator.currentRow.dataProvider} as the value for emp parameter.Then run this page & provide values for Emp,click on 'persistEmp' button.New Emp record gets created.So when we execute persist operation only insert sql statement gets executed :INSERT INTO EMP (EMPNO, COMM, HIREDATE, ENAME, JOB, DEPTNO, SAL, MGR) VALUES (?, ?, ?, ?, ?, ?, ?, ?)    bind => [2, null, null, e2, null, 10, null, null]Scenario 2: Merge operation to modify existing Emp recordLet us suppose that we have a Java EE Web Application created with Entities from Emp table & have created session bean with data control.Drop empFindAll() Object as ADF form on jspx page.Drop mergeEmp(Emp) operation as commandButton & provide #{bindings.EmpIterator.currentRow.dataProvider} as the value for emp parameter.Then run this page & modify values for Emp record,click on 'mergeEmp' button.The respective Emp record gets modified.So when we execute merge operation select & update sql statements gets executed :SELECT EMPNO, COMM, HIREDATE, ENAME, JOB, DEPTNO, SAL, MGR FROM EMP WHERE (EMPNO = ?) bind => [7566]UPDATE EMP SET ENAME = ? WHERE (EMPNO = ?) bind => [KINGS, 7839]

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  • Can I filter a django model with a python list?

    - by Rhubarb
    Say I have a model object 'Person' defined, which has a field called 'Name'. And I have a list of people: l = ['Bob','Dave','Jane'] I would like to return a list of all Person records where the first name is not in the list of names defined in l. What is the most pythonic way of doing this?

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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