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  • setfirstresult & setmaxresult in child collection

    - by Miguel Marques
    I have and entity lets call it Entity, and a Child collection Children. I have a screen where the user has the Entity information, and a list with the Children collection, but that collection can be get very big, so i was thinking about using paging: get the first 20 elements, and lazy load the next only if the user explicitly presses the next button. So i created in the Entity Repository a function with this signature: IEnumerable<Child> GetChildren(Entity entity, int actualPage, int numberOfRecordsPerPage) I need to use the setfirstresult and setmaxresult, not in the Agregate root Entity, but in the child collection. But when i use those two configurations, they allways refer to the entity type of the HQL/Criteria query. Other alternative would be to create a HQL/Criteria query for the Child type, set the max and first result, then filter the ones who are in the Entity Children collection (by using subquery). But i wasn't able to do this filter. If it was a bidirectional association (Child refering the parent Entity) it would be easier. Any suggestions? Any

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  • C++ Inheritance and Constructors

    - by DizzyDoo
    Hello, trying to work out how to use constructors with an inherited class. I know this is very much wrong, I've been writing C++ for about three days now, but here's my code anyway: clientData.h, two classes, ClientData extends Entity : #pragma once class Entity { public: int x, y, width, height, leftX, rightX, topY, bottomY; Entity(int x, int y, int width, int height); ~Entity(); }; class ClientData : public Entity { public: ClientData(); ~ClientData(); }; and clientData.cpp, which contains the functions: #include <iostream> #include "clientData.h" using namespace std; Entity::Entity(int x, int y, int width, int height) { this->x = x; this->y = y; this->width = width; this->height = height; this->leftX = x - (width/2); this->rightX = x + (width/2); this->topY = y - (height/2); this-bottomY = y + (height/2); } Entity::~Entity() { cout << "Destructing.\n"; } ClientData::ClientData() { cout << "Client constructed."; } ClientData::~ClientData() { cout << "Destructing.\n"; } and finally, I'm creating a new ClientData with: ClientData * Data = new ClientData(32,32,32,16); Now, I'm not surprised my compiler shouts errors at me, so how do I pass the arguments to the right classes? The first error (from MVC2008) is error C2661: 'ClientData::ClientData' : no overloaded function takes 4 arguments and the second, which pops up whatever changes I seem to make is error C2512: 'Entity' : no appropriate default constructor available Thanks.

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  • Changes to multiple entities within a single transaction

    - by Nati
    Hy, I am trying to make changes to multiple entities within a single transaction in app engine platform. As I understand in order to succeed doing so, App Engine needs to know in advance which entities will be updated together, so it knows to store them in a way that supports transactions. And therefore, user must declare that an entity belongs to the same entity group as another entity when you create the entity. How do I declare that one entity belongs to another entity group in creation time? Thanks, Nati

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • ReSharper 5.0s LINQ Refactoring Continues to be Amazing!

      In this post, well take a straight forward procedure based set of code and convert it to LINQ using a ReSharper from JetBrains suggestion.   The initial code is as follows: int... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Azure &ndash; Part 5 &ndash; Repository Pattern for Table Service

    - by Shaun
    In my last post I created a very simple WCF service with the user registration functionality. I created an entity for the user data and a DataContext class which provides some methods for operating the entities such as add, delete, etc. And in the service method I utilized it to add a new entity into the table service. But I didn’t have any validation before registering which is not acceptable in a real project. So in this post I would firstly add some validation before perform the data creation code and show how to use the LINQ for the table service.   LINQ to Table Service Since the table service utilizes ADO.NET Data Service to expose the data and the managed library of ADO.NET Data Service supports LINQ we can use it to deal with the data of the table service. Let me explain with my current example: I would like to ensure that when register a new user the email address should be unique. So I need to check the account entities in the table service before add. If you remembered, in my last post I mentioned that there’s a method in the TableServiceContext class – CreateQuery, which will create a IQueryable instance from a given type of entity. So here I would create a method under my AccountDataContext class to return the IQueryable<Account> which named Load. 1: public class AccountDataContext : TableServiceContext 2: { 3: private CloudStorageAccount _storageAccount; 4:  5: public AccountDataContext(CloudStorageAccount storageAccount) 6: : base(storageAccount.TableEndpoint.AbsoluteUri, storageAccount.Credentials) 7: { 8: _storageAccount = storageAccount; 9:  10: var tableStorage = new CloudTableClient(_storageAccount.TableEndpoint.AbsoluteUri, 11: _storageAccount.Credentials); 12: tableStorage.CreateTableIfNotExist("Account"); 13: } 14:  15: public void Add(Account accountToAdd) 16: { 17: AddObject("Account", accountToAdd); 18: SaveChanges(); 19: } 20:  21: public IQueryable<Account> Load() 22: { 23: return CreateQuery<Account>("Account"); 24: } 25: } The method returns the IQueryable<Account> so that I can perform the LINQ operation on it. And back to my service class, I will use it to implement my validation. 1: public bool Register(string email, string password) 2: { 3: var storageAccount = CloudStorageAccount.FromConfigurationSetting("DataConnectionString"); 4: var accountToAdd = new Account(email, password) { DateCreated = DateTime.Now }; 5: var accountContext = new AccountDataContext(storageAccount); 6:  7: // validation 8: var accountNumber = accountContext.Load() 9: .Where(a => a.Email == accountToAdd.Email) 10: .Count(); 11: if (accountNumber > 0) 12: { 13: throw new ApplicationException(string.Format("Your account {0} had been used.", accountToAdd.Email)); 14: } 15:  16: // create entity 17: try 18: { 19: accountContext.Add(accountToAdd); 20: return true; 21: } 22: catch (Exception ex) 23: { 24: Trace.TraceInformation(ex.ToString()); 25: } 26: return false; 27: } I used the Load method to retrieve the IQueryable<Account> and use Where method to find the accounts those email address are the same as the one is being registered. If it has I through an exception back to the client side. Let’s run it and test from my simple client application. Oops! Looks like we encountered an unexpected exception. It said the “Count” is not support by the ADO.NET Data Service LINQ managed library. That is because the table storage managed library (aka. TableServiceContext) is based on the ADO.NET Data Service and it supports very limit LINQ operation. Although I didn’t find a full list or documentation about which LINQ methods it supports I could even refer a page on msdn here. It gives us a roughly summary of which query operation the ADO.NET Data Service managed library supports and which doesn't. As you see the Count method is not in the supported list. Not only the query operation, there inner lambda expression in the Where method are limited when using the ADO.NET Data Service managed library as well. For example if you added (a => !a.DateDeleted.HasValue) in the Where method to exclude those deleted account it will raised an exception said "Invalid Input". Based on my experience you should always use the simple comparison (such as ==, >, <=, etc.) on the simple members (such as string, integer, etc.) and do not use any shortcut methods (such as string.Compare, string.IsNullOrEmpty etc.). 1: // validation 2: var accountNumber = accountContext.Load() 3: .Where(a => a.Email == accountToAdd.Email) 4: .ToList() 5: .Count; 6: if (accountNumber > 0) 7: { 8: throw new ApplicationException(string.Format("Your account {0} had been used.", accountToAdd.Email)); 9: } We changed the a bit and try again. Since I had created an account with my mail address so this time it gave me an exception said that the email had been used, which is correct.   Repository Pattern for Table Service The AccountDataContext takes the responsibility to save and load the account entity but only for that specific entity. Is that possible to have a dynamic or generic DataContext class which can operate any kinds of entity in my system? Of course yes. Although there's no typical database in table service we can threat the entities as the records, similar with the data entities if we used OR Mapping. As we can use some patterns for ORM architecture here we should be able to adopt the one of them - Repository Pattern in this example. We know that the base class - TableServiceContext provide 4 methods for operating the table entities which are CreateQuery, AddObject, UpdateObject and DeleteObject. And we can create a relationship between the enmity class, the table container name and entity set name. So it's really simple to have a generic base class for any kinds of entities. Let's rename the AccountDataContext to DynamicDataContext and make the type of Account as a type parameter if it. 1: public class DynamicDataContext<T> : TableServiceContext where T : TableServiceEntity 2: { 3: private CloudStorageAccount _storageAccount; 4: private string _entitySetName; 5:  6: public DynamicDataContext(CloudStorageAccount storageAccount) 7: : base(storageAccount.TableEndpoint.AbsoluteUri, storageAccount.Credentials) 8: { 9: _storageAccount = storageAccount; 10: _entitySetName = typeof(T).Name; 11:  12: var tableStorage = new CloudTableClient(_storageAccount.TableEndpoint.AbsoluteUri, 13: _storageAccount.Credentials); 14: tableStorage.CreateTableIfNotExist(_entitySetName); 15: } 16:  17: public void Add(T entityToAdd) 18: { 19: AddObject(_entitySetName, entityToAdd); 20: SaveChanges(); 21: } 22:  23: public void Update(T entityToUpdate) 24: { 25: UpdateObject(entityToUpdate); 26: SaveChanges(); 27: } 28:  29: public void Delete(T entityToDelete) 30: { 31: DeleteObject(entityToDelete); 32: SaveChanges(); 33: } 34:  35: public IQueryable<T> Load() 36: { 37: return CreateQuery<T>(_entitySetName); 38: } 39: } I saved the name of the entity type when constructed for performance matter. The table name, entity set name would be the same as the name of the entity class. The Load method returned a generic IQueryable instance which supports the lazy load feature. Then in my service class I changed the AccountDataContext to DynamicDataContext and that's all. 1: var accountContext = new DynamicDataContext<Account>(storageAccount); Run it again and register another account. The DynamicDataContext now can be used for any entities. For example, I would like the account has a list of notes which contains 3 custom properties: Account Email, Title and Content. We create the note entity class. 1: public class Note : TableServiceEntity 2: { 3: public string AccountEmail { get; set; } 4: public string Title { get; set; } 5: public string Content { get; set; } 6: public DateTime DateCreated { get; set; } 7: public DateTime? DateDeleted { get; set; } 8:  9: public Note() 10: : base() 11: { 12: } 13:  14: public Note(string email) 15: : base(email, string.Format("{0}_{1}", email, Guid.NewGuid().ToString())) 16: { 17: AccountEmail = email; 18: } 19: } And no need to tweak the DynamicDataContext we can directly go to the service class to implement the logic. Notice here I utilized two DynamicDataContext instances with the different type parameters: Note and Account. 1: public class NoteService : INoteService 2: { 3: public void Create(string email, string title, string content) 4: { 5: var storageAccount = CloudStorageAccount.FromConfigurationSetting("DataConnectionString"); 6: var accountContext = new DynamicDataContext<Account>(storageAccount); 7: var noteContext = new DynamicDataContext<Note>(storageAccount); 8:  9: // validate - email must be existed 10: var accounts = accountContext.Load() 11: .Where(a => a.Email == email) 12: .ToList() 13: .Count; 14: if (accounts <= 0) 15: throw new ApplicationException(string.Format("The account {0} does not exsit in the system please register and try again.", email)); 16:  17: // save the note 18: var noteToAdd = new Note(email) { Title = title, Content = content, DateCreated = DateTime.Now }; 19: noteContext.Add(noteToAdd); 20: } 21: } And updated our client application to test the service. I didn't implement any list service to show all notes but we can have a look on the local SQL database if we ran it at local development fabric.   Summary In this post I explained a bit about the limited LINQ support for the table service. And then I demonstrated about how to use the repository pattern in the table service data access layer and make the DataContext dynamically. The DynamicDataContext I created in this post is just a prototype. In fact we should create the relevant interface to make it testable and for better structure we'd better separate the DataContext classes for each individual kind of entity. So it should have IDataContextBase<T>, DataContextBase<T> and for each entity we would have class AccountDataContext<Account> : IDataContextBase<Account>, DataContextBase<Account> { … } class NoteDataContext<Note> : IDataContextBase<Note>, DataContextBase<Note> { … }   Besides the structured data saving and loading, another common scenario would be saving and loading some binary data such as images, files. In my next post I will show how to use the Blob Service to store the bindery data - make the account be able to upload their logo in my example.   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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  • Have you used a Framework/Lib whose LGPL License? if yes, what are the impressions of your customers?

    - by Smarty Twiti
    I am trying to make my first app for sale, I would like to ask some questions for those who have already sold their software: Have you used a Framework/Lib whose LGPL License? if yes, what are the impressions of your customers? for example, if your customers/ competitors from the market reveal technology/secrets that you used in your solution (as LGPL requires that you make a Dynamic Link (.DLL) for your libs and you clearly tell the use of a Lib/Framework). Full story: For my project, I used a framework LGPL/commercial (Dual License) the second one it was too expensive (about 3000 USD) which pushed me to use LGPL however I still concerned. That is why I ask for advise and especially motivations.

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  • How to get distinct values from the List&lt;T&gt; with LINQ

    - by Vincent Maverick Durano
    Recently I was working with data from a generic List<T> and one of my objectives is to get the distinct values that is found in the List. Consider that we have this simple class that holds the following properties: public class Product { public string Make { get; set; } public string Model { get; set; } }   Now in the page code behind we will create a list of product by doing the following: private List<Product> GetProducts() { List<Product> products = new List<Product>(); Product p = new Product(); p.Make = "Samsung"; p.Model = "Galaxy S 1"; products.Add(p); p = new Product(); p.Make = "Samsung"; p.Model = "Galaxy S 2"; products.Add(p); p = new Product(); p.Make = "Samsung"; p.Model = "Galaxy Note"; products.Add(p); p = new Product(); p.Make = "Apple"; p.Model = "iPhone 4"; products.Add(p); p = new Product(); p.Make = "Apple"; p.Model = "iPhone 4s"; products.Add(p); p = new Product(); p.Make = "HTC"; p.Model = "Sensation"; products.Add(p); p = new Product(); p.Make = "HTC"; p.Model = "Desire"; products.Add(p); p = new Product(); p.Make = "Nokia"; p.Model = "Some Model"; products.Add(p); p = new Product(); p.Make = "Nokia"; p.Model = "Some Model"; products.Add(p); p = new Product(); p.Make = "Sony Ericsson"; p.Model = "800i"; products.Add(p); p = new Product(); p.Make = "Sony Ericsson"; p.Model = "800i"; products.Add(p); return products; }   And then let’s bind the products to the GridView. protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { Gridview1.DataSource = GetProducts(); Gridview1.DataBind(); } }   Running the code will display something like this in the page: Now what I want is to get the distinct row values from the list. So what I did is to use the LINQ Distinct operator and unfortunately it doesn't work. In order for it work is you must use the overload method of the Distinct operator for you to get the desired results. So I’ve added this IEqualityComparer<T> class to compare values: class ProductComparer : IEqualityComparer<Product> { public bool Equals(Product x, Product y) { if (Object.ReferenceEquals(x, y)) return true; if (Object.ReferenceEquals(x, null) || Object.ReferenceEquals(y, null)) return false; return x.Make == y.Make && x.Model == y.Model; } public int GetHashCode(Product product) { if (Object.ReferenceEquals(product, null)) return 0; int hashProductName = product.Make == null ? 0 : product.Make.GetHashCode(); int hashProductCode = product.Model.GetHashCode(); return hashProductName ^ hashProductCode; } }   After that you can then bind the GridView like this: protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { Gridview1.DataSource = GetProducts().Distinct(new ProductComparer()); Gridview1.DataBind(); } }   Running the page will give you the desired output below: As you notice, it now eliminates the duplicate rows in the GridView. Now what if we only want to get the distinct values for a certain field. For example I want to get the distinct “Make” values such as Samsung, Apple, HTC, Nokia and Sony Ericsson and populate them to a DropDownList control for filtering purposes. I was hoping the the Distinct operator has an overload that can compare values based on the property value like (GetProducts().Distinct(o => o.PropertyToCompare). But unfortunately it doesn’t provide that overload so what I did as a workaround is to use the GroupBy,Select and First LINQ query operators to achieve what I want. Here’s the code to get the distinct values of a certain field. protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { DropDownList1.DataSource = GetProducts().GroupBy(o => o.Make).Select(o => o.First()); DropDownList1.DataTextField = "Make"; DropDownList1.DataValueField = "Model"; DropDownList1.DataBind(); } } Running the code will display the following output below:   That’s it! I hope someone find this post useful!

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  • design for supporting entities with images

    - by brainydexter
    I have multiple entities like Hotels, Destination Cities etc which can contain images. The way I have my system setup right now is, I think of all the images belonging to this universal set (a table in the DB contains filePaths to all the images). When I have to add an image to an entity, I see if the entity exists in this universal set of images. If it exists, attach the reference to this image, else create a new image. E.g.: class ImageEntityHibernateDAO { public void addImageToEntity(IContainImage entity, String filePath, String title, String altText) { ImageEntity image = this.getImage(filePath); if (image == null) image = new ImageEntity(filePath, title, altText); getSession().beginTransaction(); entity.getImages().add(image); getSession().getTransaction().commit(); } } My question is: Earlier I had to write this code for each entity (and each entity would have a Set collection). So, instead of re-writing the same code, I created the following interface: public interface IContainImage { Set<ImageEntity> getImages(); } Entities which have image collections also implements IContainImage interface. Now, for any entity that needs to support adding Image functionality, all I have to invoke from the DAO looks something like this: // in DestinationDAO::addImageToDestination { imageDao.addImageToEntity(destination, imageFileName, imageTitle, imageAltText); // in HotelDAO::addImageToHotel { imageDao.addImageToEntity(hotel, imageFileName, imageTitle, imageAltText); It'd be great help if someone can provide me some critique on this design ? Are there any serious flaws that I'm not seeing right away ?

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  • Microsoft rend Reactive Extensions open-source, son Framework qui facilite la programmation asynchrone en .NET, C++ et JS

    Reactive Extensions devient open source Microsoft publie le code du Framework qui rend simple la programmation asynchrone en .NET, JavaScript et C++ Le virage vers l'open source adopté par Microsoft pour plusieurs de ses outils de développement continu (voir sur le même sujet). La firme vient d'annoncer le passage des Reactive Extensions (Rx) à Microsoft Open Technology, sa filiale en charge des projets open source. Reactive Extensions est un projet du laboratoire Devlabs de Microsoft, qui a connu une certaine notoriété, car il a été développé par l'équipe d'Erik Meijer, le créateur de LINQ. Rx est un ensemble de bibliothèques qui rend la programmation asynchrone be...

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Should I use a unit testing framework to validate XML documents?

    - by christofr
    From http://www.w3.org/XML/Schema: [XML Schemas] provide a means for defining the structure, content and semantics of XML documents. I'm using an XML Schema (XSD) to validate several large XML documents. While I'm finding plenty of support within XSD for checking the structure of my documents, there are no procedural if/else features that allow me to say, for instance, If Country is USA, then Zipcode cannot be empty. I'm comfortable using unit testing frameworks, and could quite happily use a framework to test content integrity. Am I asking for trouble doing it this way, rather than an alternative approach? Has anybody tried this with good / bad results? -- Edit: I didn't include this information to keep it technology agnostic, but I would be using C# / Linq / xUnit for deserialization / testing.

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  • getting a pyserial not loaded error

    - by skinnyTOD
    I'm getting a "pyserial not loaded" error with the python script fragment below (running OSX 10.7.4). I'm trying to run a python app called Myro for controlling the Parallax Scribbler2 robot - figured it would be a fun way to learn a bit of Python - but I'm not getting out of the gate here. I've searched out all the Myro help docs but like a lot in-progress open source programs, they are a moving target and conflicting, out of date, or not very specific about OSX. I have MacPorts installed and installed py27-serial without error. MacPorts lists the python versions I have installed, along with the active version: Available versions for python: none python24 python25 python25-apple python26 python26-apple python27 python27-apple (active) python32 Perhaps stuff is getting installed in the wrong places or my PATH is wrong (I don't much know what I am doing in Terminal and have probably screwed something up). Trying to find out about my sys.path - here's what I get: import sys sys.path ['', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python27.zip', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-darwin', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac/lib-scriptpackages', '/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-tk', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-old', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-dynload', '/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python/PyObjC', '/Library/Python/2.7/site-packages'] Is that a mess? Can I fix it? Anyway, thanks for reading this far. Here's the python bit that is throwing the error. The error occurs on 'try import serial'. # Global variable robot, to set SerialPort() robot = None pythonVer = "?" rbString = None ptString = None statusText = None # Now, let's import things import urllib import tempfile import os, sys, time try: import serial except: print("WARNING: pyserial not loaded: can't upgrade!") sys.exit() try: input = raw_input # Python 2.x except: pass # Python 3 and better, input is defined try: from tkinter import * pythonver = "3" except: try: from Tkinter import * pythonver = "2" except: pythonver = "?"

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  • python/pip error on osx

    - by Ibrahim Chawa
    I've recently purchased a new hard drive and installed a clean copy of OS X Mavericks. I installed python using homebrew and i need to create a python virtual environment. But when ever i try to run any command using pip, I get this error. I haven't been able to find a solution online for this problem. Any reference would be appreciated. Here is the error I'm getting. ERROR:root:code for hash md5 was not found. Traceback (most recent call last): File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 139, in <module> globals()[__func_name] = __get_hash(__func_name) File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 91, in __get_builtin_constructor raise ValueError('unsupported hash type ' + name) ValueError: unsupported hash type md5 ERROR:root:code for hash sha1 was not found. Traceback (most recent call last): File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 139, in <module> globals()[__func_name] = __get_hash(__func_name) File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 91, in __get_builtin_constructor raise ValueError('unsupported hash type ' + name) ValueError: unsupported hash type sha1 ERROR:root:code for hash sha224 was not found. Traceback (most recent call last): File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 139, in <module> globals()[__func_name] = __get_hash(__func_name) File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 91, in __get_builtin_constructor raise ValueError('unsupported hash type ' + name) ValueError: unsupported hash type sha224 ERROR:root:code for hash sha256 was not found. Traceback (most recent call last): File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 139, in <module> globals()[__func_name] = __get_hash(__func_name) File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 91, in __get_builtin_constructor raise ValueError('unsupported hash type ' + name) ValueError: unsupported hash type sha256 ERROR:root:code for hash sha384 was not found. Traceback (most recent call last): File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 139, in <module> globals()[__func_name] = __get_hash(__func_name) File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 91, in __get_builtin_constructor raise ValueError('unsupported hash type ' + name) ValueError: unsupported hash type sha384 ERROR:root:code for hash sha512 was not found. Traceback (most recent call last): File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 139, in <module> globals()[__func_name] = __get_hash(__func_name) File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/hashlib.py", line 91, in __get_builtin_constructor raise ValueError('unsupported hash type ' + name) ValueError: unsupported hash type sha512 Traceback (most recent call last): File "/usr/local/bin/pip", line 9, in <module> load_entry_point('pip==1.5.6', 'console_scripts', 'pip')() File "build/bdist.macosx-10.9-x86_64/egg/pkg_resources.py", line 356, in load_entry_point File "build/bdist.macosx-10.9-x86_64/egg/pkg_resources.py", line 2439, in load_entry_point File "build/bdist.macosx-10.9-x86_64/egg/pkg_resources.py", line 2155, in load File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/pip-1.5.6-py2.7.egg/pip/__init__.py", line 10, in <module> from pip.util import get_installed_distributions, get_prog File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/pip-1.5.6-py2.7.egg/pip/util.py", line 18, in <module> from pip._vendor.distlib import version File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/pip-1.5.6-py2.7.egg/pip/_vendor/distlib/version.py", line 14, in <module> from .compat import string_types File "/usr/local/Cellar/python/2.7.8/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/pip-1.5.6-py2.7.egg/pip/_vendor/distlib/compat.py", line 31, in <module> from urllib2 import (Request, urlopen, URLError, HTTPError, ImportError: cannot import name HTTPSHandler If you need any extra information from me let me know, this is my first time posting a question here. Thanks.

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  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

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  • To write or not to write: Frameworks [closed]

    - by caarlos0
    Today some friends and I started discussing frameworks.. Some of us strongly believe that in 99.9% of cases, writing a new framework is a bad idea. We believe that probably some of the millions of frameworks out there should fit our problem, and if not, some hack, API, or configuration should be enough. If not, we think that contributing to some framework, suggest features or something like that should be the best solution. The 0.1% is when none of the frameworks fit to our case. But, some of us say that it is better to have an "internal corporate framework" (for example), because it's faster to fix issues, creates a 100% fit with the app, because of the "learning" factor (when you improve your skills building a framework), etc. I think that to go out coding frameworks like there's no tomorrow is not the right way. I've seen a lot of small teams building their own framework just to spread the word: "we built our own framework, we rule, bro". Generally, the framework is crap, without any documentation, and only works for their own applications. Opinions are opinions, devs are devs, without the intention to start any kind of flame war, I ask: What do you think about that? What parameters you consider when building a framework? What do you think about all this?

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  • JPA exception: Object: ... is not a known entity type.

    - by Toto
    I'm new to JPA and I'm having problems with the autogeneration of primary key values. I have the following entity: package jpatest.entities; import java.io.Serializable; import javax.persistence.Entity; import javax.persistence.GeneratedValue; import javax.persistence.GenerationType; import javax.persistence.Id; @Entity public class MyEntity implements Serializable { private static final long serialVersionUID = 1L; @Id @GeneratedValue(strategy = GenerationType.AUTO) private Long id; public Long getId() { return id; } public void setId(Long id) { this.id = id; } private String someProperty; public String getSomeProperty() { return someProperty; } public void setSomeProperty(String someProperty) { this.someProperty = someProperty; } public MyEntity() { } public MyEntity(String someProperty) { this.someProperty = someProperty; } @Override public String toString() { return "jpatest.entities.MyEntity[id=" + id + "]"; } } and the following main method in other class: public static void main(String[] args) { EntityManagerFactory emf = Persistence.createEntityManagerFactory("JPATestPU"); EntityManager em = emf.createEntityManager(); em.getTransaction().begin(); MyEntity e = new MyEntity("some value"); em.persist(e); /* (exception thrown here) */ em.getTransaction().commit(); em.close(); emf.close(); } This is my persistence unit: <?xml version="1.0" encoding="UTF-8"?> <persistence version="1.0" xmlns="http://java.sun.com/xml/ns/persistence" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://java.sun.com/xml/ns/persistence http://java.sun.com/xml/ns/persistence/persistence_1_0.xsd"> <persistence-unit name="JPATestPU" transaction-type="RESOURCE_LOCAL"> <provider>oracle.toplink.essentials.PersistenceProvider</provider> <class>jpatest.entities.MyEntity</class> <properties> <property name="toplink.jdbc.user" value="..."/> <property name="toplink.jdbc.password" value="..."/> <property name="toplink.jdbc.url" value="jdbc:mysql://localhost:3306/jpatest"/> <property name="toplink.jdbc.driver" value="com.mysql.jdbc.Driver"/> <property name="toplink.ddl-generation" value="create-tables"/> </properties> </persistence-unit> </persistence> When I execute the program I get the following exception in the line marked with the proper comment: Exception in thread "main" java.lang.IllegalArgumentException: Object: jpatest.entities.MyEntity[id=null] is not a known entity type. at oracle.toplink.essentials.internal.sessions.UnitOfWorkImpl.registerNewObjectForPersist(UnitOfWorkImpl.java:3212) at oracle.toplink.essentials.internal.ejb.cmp3.base.EntityManagerImpl.persist(EntityManagerImpl.java:205) at jpatest.Main.main(Main.java:...) What am I missing?

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  • how can I Replace a normalize job title in a contact entity based on a lookup enity

    - by Jarkley
    Folks, Im using MSCRM 4 and I have a contact entity with an actual job title and a normalized job title field. I would like to populate the normalized job title field based on the actual job title. I created a seperate entity which is a table that corelates the nomalized job title with the actual job title eg Administrative CFO equals CFO. I guess this needs to be done via an on-load or on-save script But I cant figure out how to do it. Any help would be much appreciated Regards Joe ( Scotland)

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  • CRM 2011 - How to update Marketing List Member Type options to reflect entity display name changes?

    - by jwood
    Is there a way of updating the Option Set options for the Marketing List Member Type to reflect an entity display name change? i.e. if the account entity has been renamed to organisation, is there a supported way of reflecting this in the displayed options? I have been able to achieve this using javascript, but wondered if there was a better way of achieving this? At the moment I am unable to change the descriptions of the current options: Account, Contact or Lead.

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  • Different cache concurrent strategies for root entity and its collection (Hibernate with EHCache)?

    - by grigory
    Given example from Hibernate docs and modifying it so that root level entity (Customer) is read-only while one of its collections (tickets) is read-write: @Entity @Cache(usage = CacheConcurrencyStrategy.READ_ONLY) public class Customer { ... @OneToMany(...) @Cache(usage = CacheConcurrencyStrategy.READ_WRITE) public SortedSet<Ticket> getTickets() { return tickets; } ... } Would collection of tickets get refreshed when accessing customer from cache?

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