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  • How to unhide an application?

    - by blacklaptop
    I hope you can help me. I have installed ubuntu 12.04 using wubi, my issue is i installed iptux using ubuntu software center, it worked fine, i decided that i wanted it to be hidden at start up, so i changed its setting in preferences. i assumed that if i needed to use it i could go to internet menu and select it. But after restarting i found that after i click on iptux under Internet nothing happens, but i click it after that then a small window shows Fatal Error!! Failed to bind the TCP/UDP port(2425)! Address already in use. I have tried uninstalling using ubuntu software center and reinstalling it but it still had the same problem. I thought it maybe because some files were not uninstalled by USC, so i installed synaptic and uninstalled iptux (complete uninstallation) and then reinstalled it and the same situation occurs. I was hoping someone could inform me how i could unhide iptux. Thank You

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  • Improve your Application Performance with .NET Framework 4.0

    Nice Article on CodeGuru. This processors we use today are quite different from those of just a few years ago, as most processors today provide multiple cores and/or multiple threads. With multiple cores and/or threads we need to change how we tackle problems in code. Yes we can still continue to write code to perform an action in a top down fashion to complete a task. This apprach will continue to work; however, you are not taking advantage of the extra processing power available. The best way to take advantage of the extra cores prior to .NET Framework 4.0 was to create threads and/or utilize the ThreadPool. For many developers utilizing Threads or the ThreadPool can be a little daunting. The .NET 4.0 Framework drastically simplified the process of utilizing the extra processing power through the Task Parallel Library (TPL). This article talks following topics “Data Parallelism”, “Parallel LINQ (PLINQ)” and “Task Parallelism”. span.fullpost {display:none;}

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  • Security question pertaining web application deployment

    - by orokusaki
    I am about to deploy a web application (in a couple months) with the following set-up (perhaps anyways): Ubuntu Lucid Lynx with: IP Tables firewall (white-list style with only 3 ports open) Custom SSH port (like 31847 or something) No "root" SSH access Long, random username (not just "admin" or something) with a long password (65 chars) PostgreSQL which only listens to localhost 256 bit SSL Cert Reverse proxy from NGINX to my application server (UWSGI) Assume that my colo is secure (Physical access isn't my concern for the time being) Application-level security (SQL injection, XSS, Directory Traversal, CSRF, etc) Perhaps IP masquerading (but I don't really understand this yet) Does this sound like a secure setup? I hear about people's web apps getting hacked all the time, and part of me thinks, "maybe they're just neglecting something", but the other part of me thinks, "maybe there's nothing you can do to protect your server, and those things are just measures to make it a little harder for script kiddies to get in". If I told you all of this, gave you my IP address, and told you what ports were available, would it be possible for you to get in (assuming you have a penetration testing tool), or is this really protected well.

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  • How to make sudo remember my password and how to add an application to startup

    - by Bragboy
    I guess this should be a simple thing for ubuntu users out there. I have two questions. Whenever I need to run some command that requires permission from root, I run as sudo followed by that command. It would be nice if that does not prompt for password (but I should still be issuing a sudo to make sure that I know what I am doing). How to do this? Every time I start my system, I go to terminal and start my VPN using sudo vpnc. This is almost everytime! How to automate this to a startup script? Help much appreciated! Thanks

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  • Making a C# w/ WPF multiple frame text / pseudo-calendar GUI application [closed]

    - by Gregor Samsa
    I am editing a recently asked question and making it specific, taking the advice of some people here. I would like to program of the following simple form: The user can produce X number of resizable frames (analogous to HTML frames). Each frame serves as a simple text editor, which you can type into and save the whole configuration including resized windows and text. The user should be able alternately "freeze" and present the information, and "unfreeze" and edit frames. I want to use C## with WPF, in Microsoft's Visual C#. I do not yet know this language. I am sure I can pick up the syntax, but I would like to ask about some general advice for how to structure such a program. I have never made a GUI program, let alone one that interfaces with a notepad or some basic text editor. Can someone either direct me to a good resource that will teach me how to do the above? Or outline the basic ingredients that such a program will require, keeping in mind that though I know some C and Python, I have no experience with GUIs or advanced programming generally? In particular I don't know how to incorporate this "text editor" aspect of the program, as well as the resizable frames I would greatly appreciate any help.

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  • how do you manage application performance reviews

    - by CoolBeans
    I have been trying to figure out ways to effectively do performance reviews before an install happens for all releases done by our team. Do you usually make this a part of code review process or do you handle it as a separate review task? FYI - we do not have a dedicated performance testing team. It is up to the developers to make sure the app performs well. The apps I am referring to are web applications.

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • How do I approach large companies if I have a killer mobile game idea?

    - by Balázs Dávid
    I have an idea for a game that has potential, but I'm not a programmer. How do I tell this to development companies without having my idea stolen? All I want from the company is for somebody to watch a three minute long video presentation about my idea and if they see potential in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answered me. Actually the idea is nothing fancy, no 3D, but fun and unique.

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  • Architecture for a template-building, WYSIWIG application

    - by Sam Selikoff
    I'm building a WYSIWYG designer in Ember.js. The designer will allow users to create campaigns - think MailChimp. To build a campaign, users will choose an existing template. The template will have a defined layout. The user will then be taken to the designer, where he will be able to edit the text and style, and additionally change some layout options. I've been thinking about how best to go about structuring this app, and there are a few hurdles. Specifically, the output of the campaign will be dynamic: eventually, it will be published somewhere, and when the consumers (not my users, but the people clicking on the campaign that my user created) visit the campaign, certain pieces of data will change, depending on the type of consumer viewing the campaign. That means the ultimate output of the designer will be a dynamic site. The data that is dynamic for this site - the end product - will not be manipulated by the user in the designer. However, the data that will be manipulated by the user in the designer are things like copy, styles, layout options, etc. I'll call the first set of variables server-side data, and the second client-side data. It seems, then, that the process will go something like this: I'll need to create templates for this designer that have two dynamic segments. For instance, the server-side data could be Liquid expressions, and the client-side data Handlebars expressions. When the user creates a campaign, I would compile the template on the back end using some dummy data for the server-side variables, and serve up a handlebars template to the Ember app. The user would then edit the template, and the Ember app would save all his edits to the JS variables that were powering the template. This way he'd be able to preview the template. When he saves, he'll send back the selected template, along with all the data and options he's made. When it comes time to publish, the back-end system will have to do two things: compile the template with Handlebars using the campaign data, and then compile the template with Liquid using the server-side data Is my thinking roughly accurate about this, or is there a simpler way?

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  • Finding right bug tracker web application

    - by FullmetalBoy
    I'm looking for a bug tracking system (similiar as http://www.mantisbt.org) with these following requirements: Requirement specifications are: Upload picture and different files without any limitaton of the file's space. If user belong to a specific group or businesss group, the GUI:s logotype should be changed into group's logotype after the user has entered user name and password. All user use the same database with different GUI. Right information of unassigned, modified and resolved bug case will be displayed based on what group or business group that the user is assigned to. All information will display after the user has logged in. Enable to create 1 or more super user (administrator) and regular user. Right user with right group or business group will retrieve right information. Non functional requirement: The bugging tracker take place in a webbapplication. All information must use web browser to view all information.

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  • Rain effect looks like snowfall effect?

    - by Nikhil Lamba
    i am making a game in that game i want rain effect i am little bit far from this right now i am doing like below particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But its looks like snowfall effect what changes i can do for make it rain effect please correct me EDIT : here is link for snapshot http://i.imgur.com/bRIMP.png

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  • Rendering an image from an embedded Web Browser (C# WPF application)

    - by The Official Microsoft IIS Site
    How is all started So this week I was working on an extension for WebMatrix , Luke Sampson of http://StudioStyle.es just integrate a cool piece of code from Matt MCElheny . The news is that the studiostyle.es website now supports converting the over 1,000 themes uploaded for Visual Studio 2010 into the WebMatrix format, and hence we automatically got a very large load of themes to choose from. Still we aspired for an even better experience, currently the WebMatrix user will have to install the ColorThemeEditor...(read more)

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Consuming the Amazon S3 service from a Win8 Metro Application

    - by cibrax
    As many of the existing Http APIs for Cloud Services, AWS also provides a set of different platform SDKs for hiding many of complexities present in the APIs. While there is a platform SDK for .NET, which is open source and available in C#, that SDK does not work in Win8 Metro Applications for the changes introduced in WinRT. WinRT offers a complete different set of APIs for doing I/O operations such as doing http calls or using cryptography for signing or encrypting data, two aspects that are absolutely necessary for consuming AWS. All the I/O APIs available as part of WinRT are asynchronous, and uses the TPL model for .NET applications (HTML and JavaScript Metro applications use a model based in promises, which is similar concept).  In the case of S3, the http Authorization header is used for two purposes, authenticating clients and make sure the messages were not altered while they were in transit. For doing that, it uses a signature or hash of the message content and some of the headers using a symmetric key (That's just one of the available mechanisms). Windows Azure for example also uses the same mechanism in many of its APIs. There are three challenges that any developer working for first time in Metro will have to face to consume S3, the new WinRT APIs, the asynchronous nature of them and the complexity introduced for generating the Authorization header. Having said that, I decided to write this post with some of the gotchas I found myself trying to consume this Amazon service. 1. Generating the signature for the Authorization header All the cryptography APIs in WinRT are available under Windows.Security.Cryptography namespace. Many of operations available in these APIs uses the concept of buffers (IBuffer) for representing a chunk of binary data. As you will see in the example below, these buffers are mainly generated with the use of static methods in a WinRT class CryptographicBuffer available as part of the namespace previously mentioned. private string DeriveAuthToken(string resource, string httpMethod, string timestamp) { var stringToSign = string.Format("{0}\n" + "\n" + "\n" + "\n" + "x-amz-date:{1}\n" + "/{2}/", httpMethod, timestamp, resource); var algorithm = MacAlgorithmProvider.OpenAlgorithm("HMAC_SHA1"); var keyMaterial = CryptographicBuffer.CreateFromByteArray(Encoding.UTF8.GetBytes(this.secret)); var hmacKey = algorithm.CreateKey(keyMaterial); var signature = CryptographicEngine.Sign( hmacKey, CryptographicBuffer.CreateFromByteArray(Encoding.UTF8.GetBytes(stringToSign)) ); return CryptographicBuffer.EncodeToBase64String(signature); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The algorithm that determines the information or content you need to use for generating the signature is very well described as part of the AWS documentation. In this case, this method is generating a signature required for creating a new bucket. A HmacSha1 hash is computed using a secret or symetric key provided by AWS in the management console. 2. Sending an Http Request to the S3 service WinRT also ships with the System.Net.Http.HttpClient that was first introduced some months ago with ASP.NET Web API. This client provides a rich interface on top the traditional WebHttpRequest class, and also solves some of limitations found in this last one. There are a few things that don't work with a raw WebHttpRequest such as setting the Host header, which is something absolutely required for consuming S3. Also, HttpClient is more friendly for doing unit tests, as it receives a HttpMessageHandler as part of the constructor that can fake to emulate a real http call. This is how the code for consuming the service with HttpClient looks like, public async Task<S3Response> CreateBucket(string name, string region = null, params string[] acl) { var timestamp = string.Format("{0:r}", DateTime.UtcNow); var auth = DeriveAuthToken(name, "PUT", timestamp); var request = new HttpRequestMessage(HttpMethod.Put, "http://s3.amazonaws.com/"); request.Headers.Host = string.Format("{0}.s3.amazonaws.com", name); request.Headers.TryAddWithoutValidation("Authorization", "AWS " + this.key + ":" + auth); request.Headers.Add("x-amz-date", timestamp); var client = new HttpClient(); var response = await client.SendAsync(request); return new S3Response { Succeed = response.StatusCode == HttpStatusCode.OK, Message = (response.Content != null) ? await response.Content.ReadAsStringAsync() : null }; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } You will notice a few additional things in this code. By default, HttpClient validates the values for some well-know headers, and Authorization is one of them. It won't allow you to set a value with ":" on it, which is something that S3 expects. However, that's not a problem at all, as you can skip the validation by using the TryAddWithoutValidation method. Also, the code is heavily relying on the new async and await keywords to transform all the asynchronous calls into synchronous ones. In case you would want to unit test this code and faking the call to the real S3 service, you should have to modify it to inject a custom HttpMessageHandler into the HttpClient. The following implementation illustrates this concept, In case you would want to unit test this code and faking the call to the real S3 service, you should have to modify it to inject a custom HttpMessageHandler into the HttpClient. The following implementation illustrates this concept, public class FakeHttpMessageHandler : HttpMessageHandler { HttpResponseMessage response; public FakeHttpMessageHandler(HttpResponseMessage response) { this.response = response; } protected override Task<HttpResponseMessage> SendAsync(HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) { var tcs = new TaskCompletionSource<HttpResponseMessage>(); tcs.SetResult(response); return tcs.Task; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } You can use this handler for injecting any response while you are unit testing the code.

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  • Consuming the Amazon S3 service from a Win8 Metro Application

    - by cibrax
    As many of the existing Http APIs for Cloud Services, AWS also provides a set of different platform SDKs for hiding many of complexities present in the APIs. While there is a platform SDK for .NET, which is open source and available in C#, that SDK does not work in Win8 Metro Applications for the changes introduced in WinRT. WinRT offers a complete different set of APIs for doing I/O operations such as doing http calls or using cryptography for signing or encrypting data, two aspects that are absolutely necessary for consuming AWS. All the I/O APIs available as part of WinRT are asynchronous, and uses the TPL model for .NET applications (HTML and JavaScript Metro applications use a model based in promises, which is similar concept).  In the case of S3, the http Authorization header is used for two purposes, authenticating clients and make sure the messages were not altered while they were in transit. For doing that, it uses a signature or hash of the message content and some of the headers using a symmetric key (That's just one of the available mechanisms). Windows Azure for example also uses the same mechanism in many of its APIs. There are three challenges that any developer working for first time in Metro will have to face to consume S3, the new WinRT APIs, the asynchronous nature of them and the complexity introduced for generating the Authorization header. Having said that, I decided to write this post with some of the gotchas I found myself trying to consume this Amazon service. 1. Generating the signature for the Authorization header All the cryptography APIs in WinRT are available under Windows.Security.Cryptography namespace. Many of operations available in these APIs uses the concept of buffers (IBuffer) for representing a chunk of binary data. As you will see in the example below, these buffers are mainly generated with the use of static methods in a WinRT class CryptographicBuffer available as part of the namespace previously mentioned. private string DeriveAuthToken(string resource, string httpMethod, string timestamp) { var stringToSign = string.Format("{0}\n" + "\n" + "\n" + "\n" + "x-amz-date:{1}\n" + "/{2}/", httpMethod, timestamp, resource); var algorithm = MacAlgorithmProvider.OpenAlgorithm("HMAC_SHA1"); var keyMaterial = CryptographicBuffer.CreateFromByteArray(Encoding.UTF8.GetBytes(this.secret)); var hmacKey = algorithm.CreateKey(keyMaterial); var signature = CryptographicEngine.Sign( hmacKey, CryptographicBuffer.CreateFromByteArray(Encoding.UTF8.GetBytes(stringToSign)) ); return CryptographicBuffer.EncodeToBase64String(signature); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The algorithm that determines the information or content you need to use for generating the signature is very well described as part of the AWS documentation. In this case, this method is generating a signature required for creating a new bucket. A HmacSha1 hash is computed using a secret or symetric key provided by AWS in the management console. 2. Sending an Http Request to the S3 service WinRT also ships with the System.Net.Http.HttpClient that was first introduced some months ago with ASP.NET Web API. This client provides a rich interface on top the traditional WebHttpRequest class, and also solves some of limitations found in this last one. There are a few things that don't work with a raw WebHttpRequest such as setting the Host header, which is something absolutely required for consuming S3. Also, HttpClient is more friendly for doing unit tests, as it receives a HttpMessageHandler as part of the constructor that can fake to emulate a real http call. This is how the code for consuming the service with HttpClient looks like, public async Task<S3Response> CreateBucket(string name, string region = null, params string[] acl) { var timestamp = string.Format("{0:r}", DateTime.UtcNow); var auth = DeriveAuthToken(name, "PUT", timestamp); var request = new HttpRequestMessage(HttpMethod.Put, "http://s3.amazonaws.com/"); request.Headers.Host = string.Format("{0}.s3.amazonaws.com", name); request.Headers.TryAddWithoutValidation("Authorization", "AWS " + this.key + ":" + auth); request.Headers.Add("x-amz-date", timestamp); var client = new HttpClient(); var response = await client.SendAsync(request); return new S3Response { Succeed = response.StatusCode == HttpStatusCode.OK, Message = (response.Content != null) ? await response.Content.ReadAsStringAsync() : null }; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } You will notice a few additional things in this code. By default, HttpClient validates the values for some well-know headers, and Authorization is one of them. It won't allow you to set a value with ":" on it, which is something that S3 expects. However, that's not a problem at all, as you can skip the validation by using the TryAddWithoutValidation method. Also, the code is heavily relying on the new async and await keywords to transform all the asynchronous calls into synchronous ones. In case you would want to unit test this code and faking the call to the real S3 service, you should have to modify it to inject a custom HttpMessageHandler into the HttpClient. The following implementation illustrates this concept, In case you would want to unit test this code and faking the call to the real S3 service, you should have to modify it to inject a custom HttpMessageHandler into the HttpClient. The following implementation illustrates this concept, public class FakeHttpMessageHandler : HttpMessageHandler { HttpResponseMessage response; public FakeHttpMessageHandler(HttpResponseMessage response) { this.response = response; } protected override Task<HttpResponseMessage> SendAsync(HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) { var tcs = new TaskCompletionSource<HttpResponseMessage>(); tcs.SetResult(response); return tcs.Task; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } You can use this handler for injecting any response while you are unit testing the code.

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  • Secure Store Service Application not available in SharePoint 2010 Standard

    - by Haseeb Akhtar
    We have migrated from SharePoint 2010 foundation to SharePoint 2010 standard. Now, the problem is we are looking for Secure Store Service on 'Services on Server' page in Central Administration, but we didn't see it. We have another server where SharePoint 2010 standard is installed and there we can see Secure Store Service available. Please let me know what needs to be done for the same. Thanks in Advance

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Better way to generate enemies of different sub-classes

    - by KDiTraglia
    So lets pretend I have an enemy class that has some generic implementation and inheriting from it I have all the specific enemies of my game. There are points in my code that I need to check whether an enemy is a specific type, but in Java I have found no easier way than this monstrosity... //Must be a better way to do this if ( enemy.class.isAssignableFrom(Ninja.class) ) { ... } My partner on the project saw these and changed them to use an enum system instead public class Ninja extends Enemy { //EnemyType is an enum containing all our enemy types public EnemyType = EnemyTypes.NINJA; } if (enemy.EnemyType = EnemyTypes.NINJA) { ... } I also have found no way to generate enemies on varying probabilities besides this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { enemy = createEnemy(types.getEnemyType()); break; } } private static Enemy createEnemy(EnemyType type) { switch (type) { case NINJA: return new Ninja(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case GORILLA: return new Gorilla(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case TREX: return new TRex(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); //etc } return null } I know java is a little weak at dynamic object creation, but is there a better way to implement this in a way such like this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { //Change enemyTypes to hold the classes of the enemies I can spawn enemy = types.getEnemyType().class.newInstance() break; } } Is the above possible? How would I declare enemyTypes to hold the classes if so? Everything I have tried so far as generated compile errors and general frustration, but I figured I might ask here before I completely give up to the huge mass that is the createEveryEnemy() method. All the enemies do inherit from the Enemy class (which is what the enemy variable is declared as). Also is there a better way to check which type a particular enemy that is shorter than enemy.class.isAssignableFrom(Ninja.class)? I'd like to ditch the enums entirely if possible, since they seem repetitive when the class name itself holds that information.

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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • How do I make my rain effect look more like rain and less like snowfall?

    - by Nikhil Lamba
    I am making a game in that game I want a rain effect. I am little bit far from this right now. I am creating the rain effect like below: particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But it looks like snowfall! What changes can I do for it to look more like rain? EDIT Here is a screenshot:

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