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  • Any algorithm to dedicate a set of known resources to a set of known requirements (scheduling)

    - by Saeed Neamati
    I'm developing an application to help school principals in dedicating teachers to classes and courses over the hours of a week (scheduling). The scenario is roughly something like this: User enters the list of teachers and their free times into the system User enters the list of courses for this semester User enters the list of available classes into the system Well, up to here, there is no big deal. Just simple CRUD operations and nothing extraordinary. However, now what makes this system useful is that the application should automatically and based on an algorithm create the semester scheduling. I think you've got the main idea here. For example application should suggest that teacher A should go to class 1 for mathematics, and at the same time teacher B should go to class 2 for physics. This way all of the classes would be dedicated to lessons and teacher times won't overlap each other. Piece a cake for school principal. However, I can't find a good algorithm for this resource dedication. I mean it seems hard to me. Searching Google resulted in articles from different websites, but they are of no help and use to me. For example: http://en.wikipedia.org/wiki/Resource_allocation or http://en.wikipedia.org/wiki/Scheduling_(production_processes) Is there any algorithm out there, or any application or engine which can help me here? Does this requirements have a known name, like for example time scheduling engine? Any help would be appreciated.

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  • links for 2010-06-15

    - by Bob Rhubart
    You're invited : Oracle Solaris Day, June 28th, Herzliya - Openomics How open innovation and technology adoption translates to business value, with stories from our developer support work at Sun ISV Engineering (tags: ping.fm) Edwin Biemond: Enriching and Forwarding your data with the Spring Component in SOA Suite 11g PS2 Oracle ACE Edwin Biemond describes "how easy it is to use Java in the Spring Component, how you can wire this Component to other Components, Services or References adapters." (tags: oracleace soa oracle middleware) Venkatakrishnan J: Oracle BI EE 10.1.3.4.1 - Currency Conversions & FX Translations &ndash; Part 1 "As part of the BI EE setup we need to ensure that such local currency transactions are converted to a common reporting currency," says Rittman Mead's Venkatakrishnan. (tags: oracle businessintelligence) Richard Veryard: Ecosystem SOA 2 "What are the problems of large complex sociotechnical systems?" asks Rich Veryard?  "How far do SOA and enterprise architecture help to address this problem space, and what else might we need?" (tags: soa entarch) Khanderao Kand: Oracle BPM Suite .. unified engine.. "This Suite is based on unified process foundation of Oracle Business Process Management Suite 11g . It has the same engine that executes both BPEL and BPMN processes, " says Kand.  (tags: bpel soa bpm oracle) Webcast: Revealing the Secrets that will Re-Energize your Services Strategies  Oracle's Peter Heller and Robert Covington discuss how to overcome the many unforeseen technical and organizational barriers in order to meet the high expectations of dynamic business requirements in this live webcast, July 14, 2010, 9:00 AM PDT / Noon EDT (tags: entarch oracle webcast)

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Tiled Editor: How is this Map Handling Collision?

    - by user2736286
    BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. I've checked through all their layers, expecting an object layer to be handling cliff collision like: But there are no such object layers to be found. Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I especially need to know how they handled less rectangular shapes like: I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. Only because BrowserQuest has whole-tile movement, and it wouldn't look too odd if a small apple, taking up only a fraction of the tile size, prevents movement over that entire tile. But I'm creating a game with more precise movement, so collision has to be tight to the apple, and I really want to know how BrowserQuest approached collision defining. If anyone knowledgeable with Tiled could take a quick look at the map, I'd appreciate it! I'm tearing my hair out here :). Thanks

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • I am looking to create realistic car movement using vectors

    - by bobthemac
    I have goggled how to do this and found this http://www.helixsoft.nl/articles/circle/sincos.htm I have had a go at it but most of the functions that were showed didn't work I just got errors because they didn't exist. I have looked at the cos and sin functions but don't understand how to use them or how to get the car movement working correctly using vectors. I have no code because I am not sure what to do sorry. Any help is appreciated. EDIT: I have restrictions that I must use the TL engine for my game, I am not allowed to add any sort of physics engine. It must be programmed in c++. Here is a sample of what i got from trying to follow what was done in the link I provided. if(myEngine->KeyHeld(Key_W)) { length += carSpeedIncrement; } if(myEngine->KeyHeld(Key_S)) { length -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_A)) { angle -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_D)) { angle += carSpeedIncrement; } carVolocityX = cos(angle); carVolocityZ = cos(angle); car->MoveX(carVolocityX * frameTime); car->MoveZ(carVolocityZ * frameTime);

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  • canvas tile grid, hover effects, single tilesheet, etc

    - by user121730
    I'm currently in the process of building both the client and server side of an html5, canvas, and WebSocket game. This is what I have thus far for the client: http://jsfiddle.net/dDmTf/7/ Current obstacles The hover effect has no idea what to put back after the mouse leaves. Currently it's just drawing a "void" tile, but I can't figure out how to redraw a single tile without redrawing the whole map. How would I go about storing multiple layers within the map variable? I was considering just using a multi-dimensional array for each layer (similar to what you see as the current array), and just iterating through it, but is that really an efficient way of doing it? Side note The tile sheet being used for the jsfiddle display is only for development. I'll be replacing it as things progress in the engine. I hope you can help! Hopefully you guys can help me, I've been struggling to get through things, since I'm learning how things kind of stuff works as I go. If you guys have any pointers for my JavaScript, feel free. As I'm more or less learning advanced usage as I go, I'm sure I'm doing plenty of things wrong. Note: I will continue to update this post as the engine improves, but updating the jsfiddle link and updating the obstacles list by striking things that have been solved, or adding additions. Thanks!

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  • FILESTREAM in SQL Server 2008 R2

    - by CatherineRussell
    Much data is unstructured, such as text documents, images, and videos. This unstructured data is often stored outside the database, separate from its structured data. This separation can cause data management complexities. Or, if the data is associated with structured storage, the file streaming capabilities and performance can be limited. FILESTREAM integrates the SQL Server Database Engine with an NTFS file system by storing varbinary(max) binary large object (BLOB) data as files on the file system. Transact-SQL statements can insert, update, query, search, and back up FILESTREAM data. Win32 file system interfaces provide streaming access to the data. FILESTREAM uses the NT system cache for caching file data. This helps reduce any effect that FILESTREAM data might have on Database Engine performance. The SQL Server buffer pool is not used; therefore, this memory is available for query processing. FILESTREAM data is not encrypted even when transparent data encryption is enabled. To read more, go to: http://technet.microsoft.com/en-us/library/bb933993.aspx

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • Best way to lay-out the website when sections of it are almost identical

    - by Linas
    so, I have a minisite for the mobile application that I did. The mobile application is a public transport (transit) schedule viewer for a particular city (let's call it Foo), and I'm trying to sell it via that minisite. I publish that minisite in www.myawesomeapplication.com/foo/. It has the usual "standard" subpages, like "About", "Compatible phones", "Contact", etc. Now, I have decided to create analogue mobile application for other cities, Bar and Baz. These mobile applications (products) would be almost identical to the one for the Foo city, thus the minisites for those would (should) look very similar too (except for some artwork and Foo = Bar replacement). The question is: what do you think would be the most logical way to lay-out the website in this situation, both from the business and search engine perspective? In other words, should I just duplicate the /foo/ website to /bar/ and /baz/, or would it be better to try to create a single website under root path (/)? I don't want search engine penalties for almost-duplicate information under /foo/, /bar/ and /baz/, and also I don't want a messy, non-localized website (I guess the user is more likely to buy something if he/she sees "This-and-that is the application for NYC, the city you live in", not "This-and-that is the application for city A, city B, ..., NYC, ..., and city Z.")

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • How to Keep SEO Score from Dropping with Duplicate Content

    - by joeh0717
    I'm hoping that someone has a solution for what I'm trying to accomplish. I'm working on a travel agency web site and there's a "Overview" section for each cruise line. These overviews are located on the index page for each cruise line. Here's my issue: The company is creating a search engine that includes details on each cruise line. Their write-ups on each cruise line are great, so I'd like to include the overview they created for each cruise line, rather than having to create all new ones. However, I don't want duplicating their content to negatively affect the SEO scores of the pages they originally put this content on. It's gong to duplicate, since each page that's dynamically generated by their search engine is going to include a section about the cruise line (where I'd want to place the overview). Question: Is there any way that I can include these overviews (ideally, copying the exact HTML that they've already implemented) without the search engines indexing those particular code sections? I'd want the rest of the search result pages to be indexed...just not the section of each page that contains this duplicate code. I saw something about using a span class named robots-nocontent in Yahoo (not sure if this also applies to Bing) and googleon / googleoff tags in Google. Is this the best solution? I'm open to any suggestions, thanks!

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • Google Rolls Out Secured Search. It’s Slightly Different From Regular Search

    - by Gopinath
    Google rolled out secured version of it’s search engine at https://google.com (did you notice https instead of http?). This search engine lets everyone to use Google search in a secured way. How is it secured? When you use https://google.com, the data exchanged between your browser and Google servers is encrypted to make sure that no one can sniff it. Is my search history secured from Google? No. The search queries you submit to Google are stored in Google servers. There is no change Google’s search history recording. Any differences between Regular Search and Secured Search Results? Yes. Secured search is slightly different from regular search. When you are accessing Google Secured Search Image search options will not be available on the left side bar. Site may respond slow compared to regular search site as there is a overhead to establish between your browser and the server. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • "type" Command Not Working As Expected on Git Bash

    - by trysis
    The type command, in Linux, returns the location, on the filesystem, of the given file, if it is in the current folder or the $PATH. This functionality is also available through Windows with the Git Bash command line program. The command also returns a file's location given the file without its extension (.exe, .vbs, etc.) However, I have run into what seems like a strange corner case where the file exists on the $PATH but doesn't get returned using the command. I am thinking of buying a new computer soon, so I looked up the method of transferring the license key from one computer to another, in preparation for actually doing this. The method I found mentioned the files slmgr.vbs and slui.exe, both of which reside in the C:/Windows\System32 folder, which is in my $PATH, as usual for a Windows computer. However, these two files aren't showing up when I use the type command. Also, neither gets executed when I call the files as commands without their extensions in Git Bash, and only slmgr.vbs gets executed when I call them with the extensions. Finally, slmgr.vbs is shown when listing the folder's contents in Git Bash, as well, but slui.exe isn't. I thought this might have to do with permissions, and, indeed, both files have very restrictive permissions, as you can see in the pictures below, but they both have the same permissions, which wouldn't explain why one gets executed and the other doesn't when called directly, nor why one file is listed on command line but the other isn't. C:\Windows\System32 folder, proving the files exist: File permissions for the Users and Administrators groups for the two files (they are identical): And the folder: type command and its output in Git Bash for the 2 files, plus listing the files in the folder (using grep to filter as the folder is huge), as well as listing part of the $PATH (keep in mind, for all these, that Git Bash changes the paths as they are displayed): Sean@MYPC ~ $ type -a slmgr sh.exe": type: slmgr: not found Sean@MYPC ~ $ type -a slmgr.vbs sh.exe": type: slmgr.vbs: not found Sean@MYPC ~ $ type -a slui sh.exe": type: slui: not found Sean@MYPC ~ $ type -a slui.exe sh.exe": type: slui.exe: not found Sean@MYPC ~ $ slmgr sh.exe": slmgr: command not found Sean@MYPC ~ $ slmgr.vbs /c/WINDOWS/system32/slmgr.vbs: line 2: syntax error near unexpected token `(' /c/WINDOWS/system32/slmgr.vbs: line 2: `' Copyright (c) Microsoft Corporation. A ll rights reserved.' Sean@MYPC ~ $ slui sh.exe": slui: command not found Sean@MYPC ~ $ slui.exe sh.exe": slui.exe: command not found Sean@MYPC ~ $ ls /c/Windows/System32/slui.exe /c/Windows/System32/slmgr.vbs ls: /c/Windows/System32/slui.exe: No such file or directory /c/Windows/System32/slmgr.vbs Sean@MYPC ~ $ echo $PATH /c/Users/Sean/bin:.:/usr/local/bin:/mingw/bin:/bin:/cmd:/c/Python33/:/c/Program Files (x86)/Intel/iCLS Client/:/c/Program Files/Intel/iCLS Client/:/c/WINDOWS/sy stem32:/c/WINDOWS:/c/WINDOWS/System32/Wbem:/c/WINDOWS/System32/WindowsPowerShell /v1.0/:/c/Program Files/Intel/Intel(R) Management Engine Components/DAL:/c/Progr am Files/Intel/Intel(R) Management Engine Components/IPT:/c/Program Files (x86)/ Intel/Intel(R) Management Engine Components/DAL:/c/Program Files (x86)/Intel/Int el(R) Management Engine Components/IPT:/c/Program Files/Intel/WiFi/bin/:/c/Progr am Files/Common Files/Intel/WirelessCommon/:/c/strawberry/c/bin:/c/strawberry/pe rl/site/bin:/c/strawberry/perl/bin:/c/Program Files (x86)/Microsoft ASP.NET/ASP. NET Web Pages/v1.0/:/c/Program Files/Microsoft SQL Server/110/Tools/Binn/:/c/Pro gram Files (x86)/Microsoft SQL Server/90/Tools/binn/:/c/Program Files (x86)/Open AFS/Common:/c/HashiCorp/Vagrant/bin:/c/Program Files (x86)/Windows Kits/8.1/Wind ows Performance Toolkit/:/c/Program Files/nodejs/:/c/Program Files (x86)/Git/cmd :/c/Program Files (x86)/Git/bin:/c/Program Files/Microsoft/Web Platform Installe r/:/c/Ruby200-x64/bin:/c/Users/Sean/AppData/Local/Box/Box Edit/:/c/Program Files (x86)/SSH Communications Security/SSH Secure Shell:/c/Users/Sean/Documents/Lisp :/c/Program Files/GCL-2.6.1/lib/gcl-2.6.1/unixport:/c/Chocolatey/bin:/c/Users/Se an/AppData/Roaming/npm:/c/wamp/bin/mysql/mysql5.6.12/bin:/c/Program Files/Oracle /VirtualBox:/c/Program Files/Java/jdk1.7.0_51/bin:/c/Program Files/Node-Growl:/c /chocolatey/bin:/c/Program Files/eclipse:/c/MongoDB/bin:/c/Program Files/7-Zip:/ c/Program Files (x86)/Google/Chrome/Application:/c/Program Files (x86)/LibreOffi ce 4/program:/c/Program Files (x86)/OpenOffice 4/program What's happening? Why aren't these files listed with the type command? Is this issue because of weird Windows permissions, or something even weirder? If permissions, why do they seem to have the same permissions, yet both are not handled in the same way?

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  • Tomcat v7.0 failed to start on Eclipse

    - by Questions
    Whenever I am running a program on Eclipse, my tomcat is failing to start. I get a dialog box stating this message Server Tomcat v7.0 Server at localhost failed to start. In the console, I am getting this messages Nov 17, 2011 11:56:04 AM org.apache.catalina.core.AprLifecycleListener init INFO: The APR based Apache Tomcat Native library which allows optimal performance in production environments was not found on the java.library.path: C:\Program Files\Java\jre6\bin;C:\WINDOWS\Sun\Java\bin;C:\WINDOWS\system32;C:\WINDOWS;C:/Program Files/Java/jre6/bin/client;C:/Program Files/Java/jre6/bin;C:/Program Files/Java/jre6/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Intel\WiFi\bin\;C:\Program Files\Java\jdk1.6.0_01\bin;C:\Program Files\Java\jre1.6.0_01\bin;C:\ILOG\CPLEX_Studio_Preview122\opl\bin\x86_win32;C:\ILOG\CPLEX_Studio_Preview122\opl\oplide\;C:\ILOG\CPLEX_Studio_Preview122\cplex\bin\x86_win32;C:\ILOG\CPLEX_Studio_Preview122\cpoptimizer\bin\x86_win32;;D:\JSP_Setup\eclipse-jee-helios-SR2-win32\eclipse;;. Nov 17, 2011 11:56:04 AM org.apache.tomcat.util.digester.SetPropertiesRule begin WARNING: [SetPropertiesRule]{Server/Service/Engine/Host/Context} Setting property 'source' to 'org.eclipse.jst.jee.server:servletConfigTest' did not find a matching property. Nov 17, 2011 11:56:04 AM org.apache.tomcat.util.digester.SetPropertiesRule begin WARNING: [SetPropertiesRule]{Server/Service/Engine/Host/Context} Setting property 'source' to 'org.eclipse.jst.jee.server:BeerAdvice3' did not find a matching property. Nov 17, 2011 11:56:04 AM org.apache.tomcat.util.digester.SetPropertiesRule begin WARNING: [SetPropertiesRule]{Server/Service/Engine/Host/Context} Setting property 'source' to 'org.eclipse.jst.jee.server:BeerAdvice1' did not find a matching property. Nov 17, 2011 11:56:05 AM org.apache.coyote.http11.Http11Protocol init INFO: Initializing Coyote HTTP/1.1 on http-8080 Nov 17, 2011 11:56:05 AM org.apache.coyote.ajp.AjpProtocol init INFO: Initializing Coyote AJP/1.3 on ajp-8009 Nov 17, 2011 11:56:05 AM org.apache.catalina.startup.Catalina load INFO: Initialization processed in 682 ms Nov 17, 2011 11:56:05 AM org.apache.catalina.core.StandardService startInternal INFO: Starting service Catalina Nov 17, 2011 11:56:05 AM org.apache.catalina.core.StandardEngine startInternal INFO: Starting Servlet Engine: Apache Tomcat/7.0.2 java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.apache.catalina.startup.Bootstrap.start(Bootstrap.java:288) at org.apache.catalina.startup.Bootstrap.main(Bootstrap.java:415) Caused by: java.lang.IllegalArgumentException: Invalid <url-pattern> entry_checking in servlet mapping at org.apache.catalina.core.StandardContext.addServletMapping(StandardContext.java:2823) at org.apache.catalina.core.StandardContext.addServletMapping(StandardContext.java:2799) at org.apache.catalina.deploy.WebXml.configureContext(WebXml.java:1278) at org.apache.catalina.startup.ContextConfig.webConfig(ContextConfig.java:1255) at org.apache.catalina.startup.ContextConfig.configureStart(ContextConfig.java:878) at org.apache.catalina.startup.ContextConfig.lifecycleEvent(ContextConfig.java:313) at org.apache.catalina.util.LifecycleSupport.fireLifecycleEvent(LifecycleSupport.java:119) at org.apache.catalina.util.LifecycleBase.fireLifecycleEvent(LifecycleBase.java:89) at org.apache.catalina.core.StandardContext.startInternal(StandardContext.java:4667) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.ContainerBase.startInternal(ContainerBase.java:988) at org.apache.catalina.core.StandardHost.startInternal(StandardHost.java:771) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.ContainerBase.startInternal(ContainerBase.java:988) at org.apache.catalina.core.StandardEngine.startInternal(StandardEngine.java:275) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.StandardService.startInternal(StandardService.java:427) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.StandardServer.startInternal(StandardServer.java:649) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.startup.Catalina.start(Catalina.java:585) ... 6 more I had run the code previously, but now it is giving this problems. Also, I went through this post http://forums.opensuse.org/applications/391114-tomcat6-eclipse-not-working.html But is not helping me. Please help at the earliest.

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  • Node.js Adventure - Host Node.js on Windows Azure Worker Role

    - by Shaun
    In my previous post I demonstrated about how to develop and deploy a Node.js application on Windows Azure Web Site (a.k.a. WAWS). WAWS is a new feature in Windows Azure platform. Since it’s low-cost, and it provides IIS and IISNode components so that we can host our Node.js application though Git, FTP and WebMatrix without any configuration and component installation. But sometimes we need to use the Windows Azure Cloud Service (a.k.a. WACS) and host our Node.js on worker role. Below are some benefits of using worker role. - WAWS leverages IIS and IISNode to host Node.js application, which runs in x86 WOW mode. It reduces the performance comparing with x64 in some cases. - WACS worker role does not need IIS, hence there’s no restriction of IIS, such as 8000 concurrent requests limitation. - WACS provides more flexibility and controls to the developers. For example, we can RDP to the virtual machines of our worker role instances. - WACS provides the service configuration features which can be changed when the role is running. - WACS provides more scaling capability than WAWS. In WAWS we can have at most 3 reserved instances per web site while in WACS we can have up to 20 instances in a subscription. - Since when using WACS worker role we starts the node by ourselves in a process, we can control the input, output and error stream. We can also control the version of Node.js.   Run Node.js in Worker Role Node.js can be started by just having its execution file. This means in Windows Azure, we can have a worker role with the “node.exe” and the Node.js source files, then start it in Run method of the worker role entry class. Let’s create a new windows azure project in Visual Studio and add a new worker role. Since we need our worker role execute the “node.exe” with our application code we need to add the “node.exe” into our project. Right click on the worker role project and add an existing item. By default the Node.js will be installed in the “Program Files\nodejs” folder so we can navigate there and add the “node.exe”. Then we need to create the entry code of Node.js. In WAWS the entry file must be named “server.js”, which is because it’s hosted by IIS and IISNode and IISNode only accept “server.js”. But here as we control everything we can choose any files as the entry code. For example, I created a new JavaScript file named “index.js” in project root. Since we created a C# Windows Azure project we cannot create a JavaScript file from the context menu “Add new item”. We have to create a text file, and then rename it to JavaScript extension. After we added these two files we should set their “Copy to Output Directory” property to “Copy Always”, or “Copy if Newer”. Otherwise they will not be involved in the package when deployed. Let’s paste a very simple Node.js code in the “index.js” as below. As you can see I created a web server listening at port 12345. 1: var http = require("http"); 2: var port = 12345; 3:  4: http.createServer(function (req, res) { 5: res.writeHead(200, { "Content-Type": "text/plain" }); 6: res.end("Hello World\n"); 7: }).listen(port); 8:  9: console.log("Server running at port %d", port); Then we need to start “node.exe” with this file when our worker role was started. This can be done in its Run method. I found the Node.js and entry JavaScript file name, and then create a new process to run it. Our worker role will wait for the process to be exited. If everything is OK once our web server was opened the process will be there listening for incoming requests, and should not be terminated. The code in worker role would be like this. 1: public override void Run() 2: { 3: // This is a sample worker implementation. Replace with your logic. 4: Trace.WriteLine("NodejsHost entry point called", "Information"); 5:  6: // retrieve the node.exe and entry node.js source code file name. 7: var node = Environment.ExpandEnvironmentVariables(@"%RoleRoot%\approot\node.exe"); 8: var js = "index.js"; 9:  10: // prepare the process starting of node.exe 11: var info = new ProcessStartInfo(node, js) 12: { 13: CreateNoWindow = false, 14: ErrorDialog = true, 15: WindowStyle = ProcessWindowStyle.Normal, 16: UseShellExecute = false, 17: WorkingDirectory = Environment.ExpandEnvironmentVariables(@"%RoleRoot%\approot") 18: }; 19: Trace.WriteLine(string.Format("{0} {1}", node, js), "Information"); 20:  21: // start the node.exe with entry code and wait for exit 22: var process = Process.Start(info); 23: process.WaitForExit(); 24: } Then we can run it locally. In the computer emulator UI the worker role started and it executed the Node.js, then Node.js windows appeared. Open the browser to verify the website hosted by our worker role. Next let’s deploy it to azure. But we need some additional steps. First, we need to create an input endpoint. By default there’s no endpoint defined in a worker role. So we will open the role property window in Visual Studio, create a new input TCP endpoint to the port we want our website to use. In this case I will use 80. Even though we created a web server we should add a TCP endpoint of the worker role, since Node.js always listen on TCP instead of HTTP. And then changed the “index.js”, let our web server listen on 80. 1: var http = require("http"); 2: var port = 80; 3:  4: http.createServer(function (req, res) { 5: res.writeHead(200, { "Content-Type": "text/plain" }); 6: res.end("Hello World\n"); 7: }).listen(port); 8:  9: console.log("Server running at port %d", port); Then publish it to Windows Azure. And then in browser we can see our Node.js website was running on WACS worker role. We may encounter an error if we tried to run our Node.js website on 80 port at local emulator. This is because the compute emulator registered 80 and map the 80 endpoint to 81. But our Node.js cannot detect this operation. So when it tried to listen on 80 it will failed since 80 have been used.   Use NPM Modules When we are using WAWS to host Node.js, we can simply install modules we need, and then just publish or upload all files to WAWS. But if we are using WACS worker role, we have to do some extra steps to make the modules work. Assuming that we plan to use “express” in our application. Firstly of all we should download and install this module through NPM command. But after the install finished, they are just in the disk but not included in the worker role project. If we deploy the worker role right now the module will not be packaged and uploaded to azure. Hence we need to add them to the project. On solution explorer window click the “Show all files” button, select the “node_modules” folder and in the context menu select “Include In Project”. But that not enough. We also need to make all files in this module to “Copy always” or “Copy if newer”, so that they can be uploaded to azure with the “node.exe” and “index.js”. This is painful step since there might be many files in a module. So I created a small tool which can update a C# project file, make its all items as “Copy always”. The code is very simple. 1: static void Main(string[] args) 2: { 3: if (args.Length < 1) 4: { 5: Console.WriteLine("Usage: copyallalways [project file]"); 6: return; 7: } 8:  9: var proj = args[0]; 10: File.Copy(proj, string.Format("{0}.bak", proj)); 11:  12: var xml = new XmlDocument(); 13: xml.Load(proj); 14: var nsManager = new XmlNamespaceManager(xml.NameTable); 15: nsManager.AddNamespace("pf", "http://schemas.microsoft.com/developer/msbuild/2003"); 16:  17: // add the output setting to copy always 18: var contentNodes = xml.SelectNodes("//pf:Project/pf:ItemGroup/pf:Content", nsManager); 19: UpdateNodes(contentNodes, xml, nsManager); 20: var noneNodes = xml.SelectNodes("//pf:Project/pf:ItemGroup/pf:None", nsManager); 21: UpdateNodes(noneNodes, xml, nsManager); 22: xml.Save(proj); 23:  24: // remove the namespace attributes 25: var content = xml.InnerXml.Replace("<CopyToOutputDirectory xmlns=\"\">", "<CopyToOutputDirectory>"); 26: xml.LoadXml(content); 27: xml.Save(proj); 28: } 29:  30: static void UpdateNodes(XmlNodeList nodes, XmlDocument xml, XmlNamespaceManager nsManager) 31: { 32: foreach (XmlNode node in nodes) 33: { 34: var copyToOutputDirectoryNode = node.SelectSingleNode("pf:CopyToOutputDirectory", nsManager); 35: if (copyToOutputDirectoryNode == null) 36: { 37: var n = xml.CreateNode(XmlNodeType.Element, "CopyToOutputDirectory", null); 38: n.InnerText = "Always"; 39: node.AppendChild(n); 40: } 41: else 42: { 43: if (string.Compare(copyToOutputDirectoryNode.InnerText, "Always", true) != 0) 44: { 45: copyToOutputDirectoryNode.InnerText = "Always"; 46: } 47: } 48: } 49: } Please be careful when use this tool. I created only for demo so do not use it directly in a production environment. Unload the worker role project, execute this tool with the worker role project file name as the command line argument, it will set all items as “Copy always”. Then reload this worker role project. Now let’s change the “index.js” to use express. 1: var express = require("express"); 2: var app = express(); 3:  4: var port = 80; 5:  6: app.configure(function () { 7: }); 8:  9: app.get("/", function (req, res) { 10: res.send("Hello Node.js!"); 11: }); 12:  13: app.get("/User/:id", function (req, res) { 14: var id = req.params.id; 15: res.json({ 16: "id": id, 17: "name": "user " + id, 18: "company": "IGT" 19: }); 20: }); 21:  22: app.listen(port); Finally let’s publish it and have a look in browser.   Use Windows Azure SQL Database We can use Windows Azure SQL Database (a.k.a. WACD) from Node.js as well on worker role hosting. Since we can control the version of Node.js, here we can use x64 version of “node-sqlserver” now. This is better than if we host Node.js on WAWS since it only support x86. Just install the “node-sqlserver” module from NPM, copy the “sqlserver.node” from “Build\Release” folder to “Lib” folder. Include them in worker role project and run my tool to make them to “Copy always”. Finally update the “index.js” to use WASD. 1: var express = require("express"); 2: var sql = require("node-sqlserver"); 3:  4: var connectionString = "Driver={SQL Server Native Client 10.0};Server=tcp:{SERVER NAME}.database.windows.net,1433;Database={DATABASE NAME};Uid={LOGIN}@{SERVER NAME};Pwd={PASSWORD};Encrypt=yes;Connection Timeout=30;"; 5: var port = 80; 6:  7: var app = express(); 8:  9: app.configure(function () { 10: app.use(express.bodyParser()); 11: }); 12:  13: app.get("/", function (req, res) { 14: sql.open(connectionString, function (err, conn) { 15: if (err) { 16: console.log(err); 17: res.send(500, "Cannot open connection."); 18: } 19: else { 20: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 21: if (err) { 22: console.log(err); 23: res.send(500, "Cannot retrieve records."); 24: } 25: else { 26: res.json(results); 27: } 28: }); 29: } 30: }); 31: }); 32:  33: app.get("/text/:key/:culture", function (req, res) { 34: sql.open(connectionString, function (err, conn) { 35: if (err) { 36: console.log(err); 37: res.send(500, "Cannot open connection."); 38: } 39: else { 40: var key = req.params.key; 41: var culture = req.params.culture; 42: var command = "SELECT * FROM [Resource] WHERE [Key] = '" + key + "' AND [Culture] = '" + culture + "'"; 43: conn.queryRaw(command, function (err, results) { 44: if (err) { 45: console.log(err); 46: res.send(500, "Cannot retrieve records."); 47: } 48: else { 49: res.json(results); 50: } 51: }); 52: } 53: }); 54: }); 55:  56: app.get("/sproc/:key/:culture", function (req, res) { 57: sql.open(connectionString, function (err, conn) { 58: if (err) { 59: console.log(err); 60: res.send(500, "Cannot open connection."); 61: } 62: else { 63: var key = req.params.key; 64: var culture = req.params.culture; 65: var command = "EXEC GetItem '" + key + "', '" + culture + "'"; 66: conn.queryRaw(command, function (err, results) { 67: if (err) { 68: console.log(err); 69: res.send(500, "Cannot retrieve records."); 70: } 71: else { 72: res.json(results); 73: } 74: }); 75: } 76: }); 77: }); 78:  79: app.post("/new", function (req, res) { 80: var key = req.body.key; 81: var culture = req.body.culture; 82: var val = req.body.val; 83:  84: sql.open(connectionString, function (err, conn) { 85: if (err) { 86: console.log(err); 87: res.send(500, "Cannot open connection."); 88: } 89: else { 90: var command = "INSERT INTO [Resource] VALUES ('" + key + "', '" + culture + "', N'" + val + "')"; 91: conn.queryRaw(command, function (err, results) { 92: if (err) { 93: console.log(err); 94: res.send(500, "Cannot retrieve records."); 95: } 96: else { 97: res.send(200, "Inserted Successful"); 98: } 99: }); 100: } 101: }); 102: }); 103:  104: app.listen(port); Publish to azure and now we can see our Node.js is working with WASD through x64 version “node-sqlserver”.   Summary In this post I demonstrated how to host our Node.js in Windows Azure Cloud Service worker role. By using worker role we can control the version of Node.js, as well as the entry code. And it’s possible to do some pre jobs before the Node.js application started. It also removed the IIS and IISNode limitation. I personally recommended to use worker role as our Node.js hosting. But there are some problem if you use the approach I mentioned here. The first one is, we need to set all JavaScript files and module files as “Copy always” or “Copy if newer” manually. The second one is, in this way we cannot retrieve the cloud service configuration information. For example, we defined the endpoint in worker role property but we also specified the listening port in Node.js hardcoded. It should be changed that our Node.js can retrieve the endpoint. But I can tell you it won’t be working here. In the next post I will describe another way to execute the “node.exe” and Node.js application, so that we can get the cloud service configuration in Node.js. I will also demonstrate how to use Windows Azure Storage from Node.js by using the Windows Azure Node.js SDK.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • WCF client hell (2 replies)

    I've a remote service available via tcp://. When I add a service reference on my client project, VS doesn't create all proxy objects! I miss every xxxClient class, and I have only types used as parameters in my methods. I tried to start a new empty project, add the same service reference, and in this project I can see al proxy objects! It's an hell, what can I do? thanks

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  • WCF client hell (2 replies)

    I've a remote service available via tcp://. When I add a service reference on my client project, VS doesn't create all proxy objects! I miss every xxxClient class, and I have only types used as parameters in my methods. I tried to start a new empty project, add the same service reference, and in this project I can see al proxy objects! It's an hell, what can I do? thanks

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  • Syncing Data with a Server using Silverlight and HTTP Polling Duplex

    - by dwahlin
    Many applications have the need to stay in-sync with data provided by a service. Although web applications typically rely on standard polling techniques to check if data has changed, Silverlight provides several interesting options for keeping an application in-sync that rely on server “push” technologies. A few years back I wrote several blog posts covering different “push” technologies available in Silverlight that rely on sockets or HTTP Polling Duplex. We recently had a project that looked like it could benefit from pushing data from a server to one or more clients so I thought I’d revisit the subject and provide some updates to the original code posted. If you’ve worked with AJAX before in Web applications then you know that until browsers fully support web sockets or other duplex (bi-directional communication) technologies that it’s difficult to keep applications in-sync with a server without relying on polling. The problem with polling is that you have to check for changes on the server on a timed-basis which can often be wasteful and take up unnecessary resources. With server “push” technologies, data can be pushed from the server to the client as it changes. Once the data is received, the client can update the user interface as appropriate. Using “push” technologies allows the client to listen for changes from the data but stay 100% focused on client activities as opposed to worrying about polling and asking the server if anything has changed. Silverlight provides several options for pushing data from a server to a client including sockets, TCP bindings and HTTP Polling Duplex.  Each has its own strengths and weaknesses as far as performance and setup work with HTTP Polling Duplex arguably being the easiest to setup and get going.  In this article I’ll demonstrate how HTTP Polling Duplex can be used in Silverlight 4 applications to push data and show how you can create a WCF server that provides an HTTP Polling Duplex binding that a Silverlight client can consume.   What is HTTP Polling Duplex? Technologies that allow data to be pushed from a server to a client rely on duplex functionality. Duplex (or bi-directional) communication allows data to be passed in both directions.  A client can call a service and the server can call the client. HTTP Polling Duplex (as its name implies) allows a server to communicate with a client without forcing the client to constantly poll the server. It has the benefit of being able to run on port 80 making setup a breeze compared to the other options which require specific ports to be used and cross-domain policy files to be exposed on port 943 (as with sockets and TCP bindings). Having said that, if you’re looking for the best speed possible then sockets and TCP bindings are the way to go. But, they’re not the only game in town when it comes to duplex communication. The first time I heard about HTTP Polling Duplex (initially available in Silverlight 2) I wasn’t exactly sure how it was any better than standard polling used in AJAX applications. I read the Silverlight SDK, looked at various resources and generally found the following definition unhelpful as far as understanding the actual benefits that HTTP Polling Duplex provided: "The Silverlight client periodically polls the service on the network layer, and checks for any new messages that the service wants to send on the callback channel. The service queues all messages sent on the client callback channel and delivers them to the client when the client polls the service." Although the previous definition explained the overall process, it sounded as if standard polling was used. Fortunately, Microsoft’s Scott Guthrie provided me with a more clear definition several years back that explains the benefits provided by HTTP Polling Duplex quite well (used with his permission): "The [HTTP Polling Duplex] duplex support does use polling in the background to implement notifications – although the way it does it is different than manual polling. It initiates a network request, and then the request is effectively “put to sleep” waiting for the server to respond (it doesn’t come back immediately). The server then keeps the connection open but not active until it has something to send back (or the connection times out after 90 seconds – at which point the duplex client will connect again and wait). This way you are avoiding hitting the server repeatedly – but still get an immediate response when there is data to send." After hearing Scott’s definition the light bulb went on and it all made sense. A client makes a request to a server to check for changes, but instead of the request returning immediately, it parks itself on the server and waits for data. It’s kind of like waiting to pick up a pizza at the store. Instead of calling the store over and over to check the status, you sit in the store and wait until the pizza (the request data) is ready. Once it’s ready you take it back home (to the client). This technique provides a lot of efficiency gains over standard polling techniques even though it does use some polling of its own as a request is initially made from a client to a server. So how do you implement HTTP Polling Duplex in your Silverlight applications? Let’s take a look at the process by starting with the server. Creating an HTTP Polling Duplex WCF Service Creating a WCF service that exposes an HTTP Polling Duplex binding is straightforward as far as coding goes. Add some one way operations into an interface, create a client callback interface and you’re ready to go. The most challenging part comes into play when configuring the service to properly support the necessary binding and that’s more of a cut and paste operation once you know the configuration code to use. To create an HTTP Polling Duplex service you’ll need to expose server-side and client-side interfaces and reference the System.ServiceModel.PollingDuplex assembly (located at C:\Program Files (x86)\Microsoft SDKs\Silverlight\v4.0\Libraries\Server on my machine) in the server project. For the demo application I upgraded a basketball simulation service to support the latest polling duplex assemblies. The service simulates a simple basketball game using a Game class and pushes information about the game such as score, fouls, shots and more to the client as the game changes over time. Before jumping too far into the game push service, it’s important to discuss two interfaces used by the service to communicate in a bi-directional manner. The first is called IGameStreamService and defines the methods/operations that the client can call on the server (see Listing 1). The second is IGameStreamClient which defines the callback methods that a server can use to communicate with a client (see Listing 2).   [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(IGameStreamClient))] public interface IGameStreamService { [OperationContract(IsOneWay = true)] void GetTeamData(); } Listing 1. The IGameStreamService interface defines server operations that can be called on the server.   [ServiceContract] public interface IGameStreamClient { [OperationContract(IsOneWay = true)] void ReceiveTeamData(List<Team> teamData); [OperationContract(IsOneWay = true, AsyncPattern=true)] IAsyncResult BeginReceiveGameData(GameData gameData, AsyncCallback callback, object state); void EndReceiveGameData(IAsyncResult result); } Listing 2. The IGameStreamClient interfaces defines client operations that a server can call.   The IGameStreamService interface is decorated with the standard ServiceContract attribute but also contains a value for the CallbackContract property.  This property is used to define the interface that the client will expose (IGameStreamClient in this example) and use to receive data pushed from the service. Notice that each OperationContract attribute in both interfaces sets the IsOneWay property to true. This means that the operation can be called and passed data as appropriate, however, no data will be passed back. Instead, data will be pushed back to the client as it’s available.  Looking through the IGameStreamService interface you can see that the client can request team data whereas the IGameStreamClient interface allows team and game data to be received by the client. One interesting point about the IGameStreamClient interface is the inclusion of the AsyncPattern property on the BeginReceiveGameData operation. I initially created this operation as a standard one way operation and it worked most of the time. However, as I disconnected clients and reconnected new ones game data wasn’t being passed properly. After researching the problem more I realized that because the service could take up to 7 seconds to return game data, things were getting hung up. By setting the AsyncPattern property to true on the BeginReceivedGameData operation and providing a corresponding EndReceiveGameData operation I was able to get around this problem and get everything running properly. I’ll provide more details on the implementation of these two methods later in this post. Once the interfaces were created I moved on to the game service class. The first order of business was to create a class that implemented the IGameStreamService interface. Since the service can be used by multiple clients wanting game data I added the ServiceBehavior attribute to the class definition so that I could set its InstanceContextMode to InstanceContextMode.Single (in effect creating a Singleton service object). Listing 3 shows the game service class as well as its fields and constructor.   [ServiceBehavior(ConcurrencyMode = ConcurrencyMode.Multiple, InstanceContextMode = InstanceContextMode.Single)] public class GameStreamService : IGameStreamService { object _Key = new object(); Game _Game = null; Timer _Timer = null; Random _Random = null; Dictionary<string, IGameStreamClient> _ClientCallbacks = new Dictionary<string, IGameStreamClient>(); static AsyncCallback _ReceiveGameDataCompleted = new AsyncCallback(ReceiveGameDataCompleted); public GameStreamService() { _Game = new Game(); _Timer = new Timer { Enabled = false, Interval = 2000, AutoReset = true }; _Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed); _Timer.Start(); _Random = new Random(); }} Listing 3. The GameStreamService implements the IGameStreamService interface which defines a callback contract that allows the service class to push data back to the client. By implementing the IGameStreamService interface, GameStreamService must supply a GetTeamData() method which is responsible for supplying information about the teams that are playing as well as individual players.  GetTeamData() also acts as a client subscription method that tracks clients wanting to receive game data.  Listing 4 shows the GetTeamData() method. public void GetTeamData() { //Get client callback channel var context = OperationContext.Current; var sessionID = context.SessionId; var currClient = context.GetCallbackChannel<IGameStreamClient>(); context.Channel.Faulted += Disconnect; context.Channel.Closed += Disconnect; IGameStreamClient client; if (!_ClientCallbacks.TryGetValue(sessionID, out client)) { lock (_Key) { _ClientCallbacks[sessionID] = currClient; } } currClient.ReceiveTeamData(_Game.GetTeamData()); //Start timer which when fired sends updated score information to client if (!_Timer.Enabled) { _Timer.Enabled = true; } } Listing 4. The GetTeamData() method subscribes a given client to the game service and returns. The key the line of code in the GetTeamData() method is the call to GetCallbackChannel<IGameStreamClient>().  This method is responsible for accessing the calling client’s callback channel. The callback channel is defined by the IGameStreamClient interface shown earlier in Listing 2 and used by the server to communicate with the client. Before passing team data back to the client, GetTeamData() grabs the client’s session ID and checks if it already exists in the _ClientCallbacks dictionary object used to track clients wanting callbacks from the server. If the client doesn’t exist it adds it into the collection. It then pushes team data from the Game class back to the client by calling ReceiveTeamData().  Since the service simulates a basketball game, a timer is then started if it’s not already enabled which is then used to randomly send data to the client. When the timer fires, game data is pushed down to the client. Listing 5 shows the _Timer_Elapsed() method that is called when the timer fires as well as the SendGameData() method used to send data to the client. void _Timer_Elapsed(object sender, ElapsedEventArgs e) { int interval = _Random.Next(3000, 7000); lock (_Key) { _Timer.Interval = interval; _Timer.Enabled = false; } SendGameData(_Game.GetGameData()); } private void SendGameData(GameData gameData) { var cbs = _ClientCallbacks.Where(cb => ((IContextChannel)cb.Value).State == CommunicationState.Opened); for (int i = 0; i < cbs.Count(); i++) { var cb = cbs.ElementAt(i).Value; try { cb.BeginReceiveGameData(gameData, _ReceiveGameDataCompleted, cb); } catch (TimeoutException texp) { //Log timeout error } catch (CommunicationException cexp) { //Log communication error } } lock (_Key) _Timer.Enabled = true; } private static void ReceiveGameDataCompleted(IAsyncResult result) { try { ((IGameStreamClient)(result.AsyncState)).EndReceiveGameData(result); } catch (CommunicationException) { // empty } catch (TimeoutException) { // empty } } LIsting 5. _Timer_Elapsed is used to simulate time in a basketball game. When _Timer_Elapsed() fires the SendGameData() method is called which iterates through the clients wanting to be notified of changes. As each client is identified, their respective BeginReceiveGameData() method is called which ultimately pushes game data down to the client. Recall that this method was defined in the client callback interface named IGameStreamClient shown earlier in Listing 2. Notice that BeginReceiveGameData() accepts _ReceiveGameDataCompleted as its second parameter (an AsyncCallback delegate defined in the service class) and passes the client callback as the third parameter. The initial version of the sample application had a standard ReceiveGameData() method in the client callback interface. However, sometimes the client callbacks would work properly and sometimes they wouldn’t which was a little baffling at first glance. After some investigation I realized that I needed to implement an asynchronous pattern for client callbacks to work properly since 3 – 7 second delays are occurring as a result of the timer. Once I added the BeginReceiveGameData() and ReceiveGameDataCompleted() methods everything worked properly since each call was handled in an asynchronous manner. The final task that had to be completed to get the server working properly with HTTP Polling Duplex was adding configuration code into web.config. In the interest of brevity I won’t post all of the code here since the sample application includes everything you need. However, Listing 6 shows the key configuration code to handle creating a custom binding named pollingDuplexBinding and associate it with the service’s endpoint.   <bindings> <customBinding> <binding name="pollingDuplexBinding"> <binaryMessageEncoding /> <pollingDuplex maxPendingSessions="2147483647" maxPendingMessagesPerSession="2147483647" inactivityTimeout="02:00:00" serverPollTimeout="00:05:00"/> <httpTransport /> </binding> </customBinding> </bindings> <services> <service name="GameService.GameStreamService" behaviorConfiguration="GameStreamServiceBehavior"> <endpoint address="" binding="customBinding" bindingConfiguration="pollingDuplexBinding" contract="GameService.IGameStreamService"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service> </services>   Listing 6. Configuring an HTTP Polling Duplex binding in web.config and associating an endpoint with it. Calling the Service and Receiving “Pushed” Data Calling the service and handling data that is pushed from the server is a simple and straightforward process in Silverlight. Since the service is configured with a MEX endpoint and exposes a WSDL file, you can right-click on the Silverlight project and select the standard Add Service Reference item. After the web service proxy is created you may notice that the ServiceReferences.ClientConfig file only contains an empty configuration element instead of the normal configuration elements created when creating a standard WCF proxy. You can certainly update the file if you want to read from it at runtime but for the sample application I fed the service URI directly to the service proxy as shown next: var address = new EndpointAddress("http://localhost.:5661/GameStreamService.svc"); var binding = new PollingDuplexHttpBinding(); _Proxy = new GameStreamServiceClient(binding, address); _Proxy.ReceiveTeamDataReceived += _Proxy_ReceiveTeamDataReceived; _Proxy.ReceiveGameDataReceived += _Proxy_ReceiveGameDataReceived; _Proxy.GetTeamDataAsync(); This code creates the proxy and passes the endpoint address and binding to use to its constructor. It then wires the different receive events to callback methods and calls GetTeamDataAsync().  Calling GetTeamDataAsync() causes the server to store the client in the server-side dictionary collection mentioned earlier so that it can receive data that is pushed.  As the server-side timer fires and game data is pushed to the client, the user interface is updated as shown in Listing 7. Listing 8 shows the _Proxy_ReceiveGameDataReceived() method responsible for handling the data and calling UpdateGameData() to process it.   Listing 7. The Silverlight interface. Game data is pushed from the server to the client using HTTP Polling Duplex. void _Proxy_ReceiveGameDataReceived(object sender, ReceiveGameDataReceivedEventArgs e) { UpdateGameData(e.gameData); } private void UpdateGameData(GameData gameData) { //Update Score this.tbTeam1Score.Text = gameData.Team1Score.ToString(); this.tbTeam2Score.Text = gameData.Team2Score.ToString(); //Update ball visibility if (gameData.Action != ActionsEnum.Foul) { if (tbTeam1.Text == gameData.TeamOnOffense) { AnimateBall(this.BB1, this.BB2); } else //Team 2 { AnimateBall(this.BB2, this.BB1); } } if (this.lbActions.Items.Count > 9) this.lbActions.Items.Clear(); this.lbActions.Items.Add(gameData.LastAction); if (this.lbActions.Visibility == Visibility.Collapsed) this.lbActions.Visibility = Visibility.Visible; } private void AnimateBall(Image onBall, Image offBall) { this.FadeIn.Stop(); Storyboard.SetTarget(this.FadeInAnimation, onBall); Storyboard.SetTarget(this.FadeOutAnimation, offBall); this.FadeIn.Begin(); } Listing 8. As the server pushes game data, the client’s _Proxy_ReceiveGameDataReceived() method is called to process the data. In a real-life application I’d go with a ViewModel class to handle retrieving team data, setup data bindings and handle data that is pushed from the server. However, for the sample application I wanted to focus on HTTP Polling Duplex and keep things as simple as possible.   Summary Silverlight supports three options when duplex communication is required in an application including TCP bindins, sockets and HTTP Polling Duplex. In this post you’ve seen how HTTP Polling Duplex interfaces can be created and implemented on the server as well as how they can be consumed by a Silverlight client. HTTP Polling Duplex provides a nice way to “push” data from a server while still allowing the data to flow over port 80 or another port of your choice.   Sample Application Download

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