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  • Users can benefit from Session Tracking

    I use to work for a large Dental Plan marketing website a few years ago and they had a large customer-driven website that sold Dental Plans to consumers. Their website started tracking users as soon as they hit their web servers, and then they logged everything they could about the user. There are a lot of benefits for using session tracking for both the user and the website. Users can benefit from session tracking due to the fact that a website can retain pertaining information for the user so that they do not have to re-enter the same information repeatedly. In addition, websites can hold specific items in a cart for each user so that they can pay for all of their  items at once when they are ready to complete their purchases. Websites can also benefit from session tracking because they can determine where a specific user came from and which advertising partner gave them a sale. This information is very useful when deciding on where to spend an advertising budget. There is only one real disadvantage when it comes to session tracking, Users can not really control what is actually tracked by a website. Yes, they can disable cookies and this will help, but that means that no tracking can be done at all. Most sites require users to have cookies enabled in order for users to make purchases or login to their accounts.

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  • maxItemsInObjectGraph limit required to be changed for server and client

    - by Michael Freidgeim
    We have a wcf service, that expects to return a huge XML data. It worked ok in testing, but in production it failed with error  "Maximum number of items that can be serialized or deserialized in an object graph is '65536'. Change the object graph or increase the MaxItemsInObjectGraph quota."The MSDN article about   dataContractSerializer xml configuration  element  correctly  describes maxItemsInObjectGraph attribute default as 65536, but documentation for of the DataContractSerializer.MaxItemsInObjectGraph property and DataContractJsonSerializer.MaxItemsInObjectGraph Property are talking about Int32.MaxValue, which causes confusion, in particular because Google shows properties articles before configuration articles.When we changed the value in WCF service configuration, it didn't help, because the similar change must be ALSO done on client.There are similar posts:http://stackoverflow.com/questions/6298209/how-to-fix-maxitemsinobjectgraph-error/6298356#6298356You need to set the MaxItemsInObjectGraph on the dataContractSerializer using a behavior on both the client and service. See  for an example.http://devlicio.us/blogs/derik_whittaker/archive/2010/05/04/setting-maxitemsinobjectgraph-for-wcf-there-has-to-be-a-better-way.aspxhttp://stackoverflow.com/questions/2325321/maxitemsinobjectgraph-ignored/4455209#4455209 I had forgot to place this setting in my client app.config file.http://stackoverflow.com/questions/9191167/maximum-number-of-items-that-can-be-serialized-or-deserialized-in-an-object-graphttp://stackoverflow.com/questions/5867304/datacontractjsonserializer-and-maxitemsinobjectgraph?rq=1 -It seems that DataContractJsonSerializer.MaxItemsInObjectGraph has actual default 65536, because there is no configuration for JSON serializer, but  it complains about the limit.I believe that MS should clarify the properties documentation re default limit and make more specific error messages to distinguish server side and client side errors.Note, that as a workaround it's possible to use commonBehaviors section which can be defined only in machine.config:<commonBehaviors> <behaviors> <endpointBehaviors> <dataContractSerializer maxItemsInObjectGraph="..." /> </endpointBehaviors> </behaviors></commonBehaviors>v

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  • Most efficient way to store this collection of moduli and remainders?

    - by Bryan
    I have a huge collection of different moduli and associated with each modulus a fairly large list of remainders. I want to store these values so that I can efficiently determine whether an integer is equivalent to any one of the remainders with respect to any of the moduli (it doesn't matter which, I just want a true/false return). I thought about storing these values as a linked-list of balanced binary trees, but I was wondering if there is a better way? EDIT Perhaps a little more detail would be helpful. As for the size of this structure, it will be holding about 10s of thousands of (prime-1) moduli and associated to each modulus will be a variable amount of remainders. Most moduli will only have one or two remainders associated to it, but a very rare few will have a couple hundred associated to it. This is part of a larger program which handles numbers with a couple thousand (decimal) digits. This program will benefit more from this table being as large as possible and being able to be searched quickly. Here's a small part of the dataset where the moduli are in parentheses and the remainders are comma separated: (46) k = 20 (58) k = 15, 44 (70) k = 57 (102) k = 36, 87 (106) k = 66 (156) k = 20, 59, 98, 137 (190) k = 11, 30, 68, 87, 125, 144, 182 (430) k = 234 (520) k = 152, 282 (576) k = 2, 11, 20, 29, 38, 47, 56, 65, 74, ...(add 9 each time), 569 I had said that the moduli were prime, but I was wrong they are each one below a prime.

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • RequireJS: JavaScript for the Enterprise

    - by Geertjan
    I made a small introduction to RequireJS via some of the many cool new RequireJS features in NetBeans IDE. I believe RequireJS, and the modularity and encapsulation and loading solutions that it brings, provides the tools needed for creating large JavaScript applications, i.e., enterprise JavaScript applications. &amp;amp;lt;span id=&amp;amp;quot;XinhaEditingPostion&amp;amp;quot;&amp;amp;gt;&amp;amp;lt;/span&amp;amp;gt; (Sorry for the wobbly sound in the above.) An interesting comment by my colleague John Brock on the above: One other advantage that RequireJS brings, is called lazy loading of resources. In your first example, everyone one of those .js files is loaded when the first file is loaded in the browser. By using the require() call in your modules, your application will only load the javascript modules when they are actually needed. It makes for faster startup in large applications. You could show this by showing the libraries that are loaded in the Network Monitor window. So I did as suggested: Click the screenshot to enlarge it and notice how the Network Monitor is helpful in the context of RequireJS troubleshooting.

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  • Use the &ldquo;using&rdquo; statement on objects that implement the IDisposable Interface

    - by mbcrump
    From MSDN : C#, through the .NET Framework common language runtime (CLR), automatically releases the memory used to store objects that are no longer required. The release of memory is non-deterministic; memory is released whenever the CLR decides to perform garbage collection. However, it is usually best to release limited resources such as file handles and network connections as quickly as possible. The using statement allows the programmer to specify when objects that use resources should release them. The object provided to the using statement must implement the IDisposable interface. This interface provides the Dispose method, which should release the object's resources. In my quest to write better, more efficient code I ran across the “using” statement. Microsoft recommends that we specify when to release objects. In other words, if you use the “using” statement this tells .NET to release the object specified in the using block once it is no longer needed.   So Using this block: private static string ReadConfig()         {             const string path = @"C:\SomeApp.config.xml";               using (StreamReader reader = File.OpenText(path))             {                 return reader.ReadToEnd();             }         }   The compiler converts this to: private static string ReadConfig1() {     StreamReader sr = new StreamReader(@"C:\SomeApp.config.xml");       try     {         return sr.ReadToEnd();     }     finally     {         if (sr != null)             ((IDisposable)sr).Dispose();     }   }

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  • Using Bulk Operations with Coherence Off-Heap Storage

    - by jpurdy
    Some NamedCache methods (including clear(), entrySet(Filter), aggregate(Filter, …), invoke(Filter, …)) may generate large intermediate results. The size of these intermediate results may result in out-of-memory exceptions on cache servers, and in some cases on cache clients. This may be particularly problematic if out-of-memory exceptions occur on more than one server (since these operations may be cluster-wide) or if these exceptions cause additional memory use on the surviving servers as they take over partitions from the failed servers. This may be particularly problematic with clusters that use off-heap storage (such as NIO or Elastic Data storage options), since these storage options allow greater than normal cache sizes but do nothing to address the size of intermediate results or final result sets. One workaround is to use a PartitionedFilter, which allows the application to break up a larger operation into a number of smaller operations, each targeting either a set of partitions (useful for reducing the load on each cache server) or a set of members (useful for managing client result set sizes). It is also possible to return a key set, and then pull in the full entries using that key set. This also allows the application to take advantage of near caching, though this may be of limited value if the result is large enough to result in near cache thrashing.

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Very basic beginner Ruby question to do with elsif and ranges [migrated]

    - by MattKneale
    I've been trying to get to grasps with Ruby (for all of an hour) and this is my first language. I've got the following code: var_comparison = 5 print "Please enter a number: " my_num = Integer(gets.chomp) if my_num > var_comparison print "You picked a number greater than 5!" elsif my_num < var_comparison print "You picked a number less than 5!" elsif my_num > 99 print "Your number is too large, man." else print "You picked the number 5!" end Clearly the interpreter has no way of distinguishing between accepting the rule 5 or 99. How do I make it so that any number between 6-99 returns "You picked a number greater than 5!", but a number 100 or greater returns "Your number is too large, man!"? Do I need to specifically state a range somehow? How would I best do that? Would it by the normal range methods e.g. if my_num 6..99 or if my_num.between(6..99) ?

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  • Should I avoid or embrace asking questions of other developers on the job?

    - by T.K.
    As a CS undergraduate, the people around me are either learning or are paid to teach me, but as a software developer, the people around me have tasks of their own. They aren't paid to teach me, and conversely, I am paid to contribute. When I first started working as a software developer co-op, I was introduced to a huge code base written in a language I had never used before. I had plenty of questions, but didn't want to bother my co-workers with all of them - it wasted their time and hurt my pride. Instead, I spent a lot of time bouncing between IDE and browser, trying to make sense of what had already been written and differentiate between expected behavior and symptoms of bugs. I'd ask my co-workers when I felt that the root of my lack of understanding was an in-house concept that I wouldn't find on the internet, but aside from that, I tried to confine my questions to lunch hours. Naturally, there were occasions where I wasted time trying to understand something in code on the internet that had, at its heart, an in-house concept, but overall, I felt I was productive enough during my first semester, contributing about as much as one could expect and gaining a pretty decent understanding of large parts of the product. I was wondering what senior developers felt about that mindset. Should new developers ask more questions to get to speed faster, or should they do their own research for themselves? I see benefits to both mindsets, and anticipate a large variety of responses, but I figure new developers might appreciate your answers without thinking to ask this question.

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  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

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  • Salary Negotiation; How Best to Broach the Subject? [closed]

    - by Ed S.
    So I have an upcoming performance review / salary increase and I am at a point in which I believe I will need to negotiate a larger raise than what is to be proposed. As I suspect this may be the case I have been reading as much information on the subject (negotiation) as possible. I work for a great company and fortunately I work under some really talented and reasonable managers. Unfortunately, I am not sure how best to bring up the subject. I don't want to sound greedy and I don't want to start off on the wrong foot. For the sake of argument, assume that I am actually worth more than I am being paid at the moment and I would like to make a counter offer for a relatively large increase (say, boss says 4%, I would like to counter with 15%. I know that seems very large, but I believe I have a case for it.) My question to you, those who are/have been on the other side of this scenario, is how should I start the conversation? What approach would make you most receptive to my plea? I've never negotiated before and I just don't want to start off on the wrong foot. My direct manager is a very straightforward individual, so sugarcoating is not necessary here, but at the same time, I don't want to seem overly aggressive or demanding. Thanks in advance for any advice you can offer.

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  • How and what should I be (unit) testing for in this method?

    - by user460667
    I am relatively new to unit testing and have a query about what/how I should be testing a certain method. For the following (psudo-c#) method I have created (not a real-life example) what would you test for? Initially, my thoughts would be to test the output with variations on the dictionary of form fields, e.g. valid, invalid, missing values. However I also wonder how you would test to make sure the object values have been changed to the correct value and that the correct email message was attempted to be sent (obviously both services could/would be mocked). I hope what I am asking makes sense, I appreciate this is a subjective question and the answers may be 'it depends' ;) public bool ProcessInput(Dictionary<string, string> formFields, ObjService objService, EmailService emailService) { try { // Get my object id int objId; if(!int.TryParse(formField["objId"], out objId) { return false; } // Update my object - would you validate the save against a DB or a mocked inmemory db? var myObj = objService.Find(objId); myObj.Name = formField["objName"]; objService.Save(myObj); // Send an email - how would you test to make sure content, recipient, etc was correct? emailService.SendEmail(formField("email"), "Hello World"); return true; } catch(Exception ex) { return false; } }

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  • Requiring a specific order of compilaiton

    - by Aber Kled
    When designing a compiled programming language, is it a bad idea to require a specific order of compilation of separate units, according to their dependencies? To illustrate what I mean, consider C. C is the opposite of what I'm suggesting. There are multiple .c files, that can all depend on each other, but all of these separate units can be compiled on their own, in no particular order - only to be linked together into a final executable later. This is mostly due to header files. They enable separate units to share information with each other, and thus the units are able to be compiled independently. If a language were to dispose of header files, and only keep source and object files, then the only option would be to actually include the unit's meta-information in the unit's object file. However, this would mean that if the unit A depends on the unit B, then the unit B would need to be compiled before unit A, so unit A could "import" the unit B's object file, thus obtaining the information required for its compilation. Am I missing something here? Is this really the only way to go about removing header files in compiled languages?

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  • MySQL December Webinars

    - by Bertrand Matthelié
    We'll be running 3 webinars next week and hope many of you will be able to join us: MySQL Replication: Simplifying Scaling and HA with GTIDs Wednesday, December 12, at 15.00 Central European TimeJoin the MySQL replication developers for a deep dive into the design and implementation of Global Transaction Identifiers (GTIDs) and how they enable users to simplify MySQL scaling and HA. GTIDs are one of the most significant new replication capabilities in MySQL 5.6, making it simple to track and compare replication progress between the master and slave servers. Register Now MySQL 5.6: Building the Next Generation of Web/Cloud/SaaS/Embedded Applications and Services Thursday, December 13, at 9.00 am Pacific Time As the world's most popular web database, MySQL has quickly become the leading cloud database, with most providers offering MySQL-based services. Indeed, built to deliver web-based applications and to scale out, MySQL's architecture and features make the database a great fit to deliver cloud-based applications. In this webinar we will focus on the improvements in MySQL 5.6 performance, scalability, and availability designed to enable DBA and developer agility in building the next generation of web-based applications. Register Now Getting the Best MySQL Performance in Your Products: Part IV, Partitioning Friday, December 14, at 9.00 am Pacific Time We're adding Partitioning to our extremely popular "Getting the Best MySQL Performance in Your Products" webinar series. Partitioning can greatly increase the performance of your queries, especially when doing full table scans over large tables. Partitioning is also an excellent way to manage very large tables. It's one of the best ways to build higher performance into your product's embedded or bundled MySQL, and particularly for hardware-constrained appliances and devices. Register Now We have live Q&A during all webinars so you'll get the opportunity to ask your questions!

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  • Help with selecting objects on a map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how i can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: http://i.imgur.com/qcKij.jpg It keeps telling me i clicked the skyscraper behind which is not necessarily what the user is trying to do... how can i improve the accuracy of this ?

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • When to open source a project under development? [closed]

    - by QuasarDonkey
    Possible Duplicate: Is it OK to push my code to GitHub while it is still in early development? I've been working on a hobby project for a few months now; it's clocking in at over 15000 source lines of code. A number of people have expressed interest in joining development, and I have full intentions of going open source, since it would not be feasible for me to complete the project alone. I'm just not sure when to open-source it. For context, I've notice many successful open source projects, such as the Linux kernel, had considerable work done before they were open-sourced. In my case, I'd been planning on open-sourcing it after I complete all the underlying libraries and overall architecture. Is this a mistake; should I just release it right now? I'm worried that since certain critical underlying components haven't been finalized, if people build a large codebase around them, it will be very difficult to change or fix things later. On the other hand, it's a very large project that will require multiple developers to complete in a reasonable time. So when is the right time during development to go open source? Preferably, I'd like to hear from some folks who have started their own projects.

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  • I am being paid very little(imo), how can I change this? [migrated]

    - by LagWagon
    I am a web developer with about 4 years of relevant work experience in my field. Recently, I went from making $30/hr working from home contracting for large companies to a full time job that only pays 40k/yr. The company I work for now is great, nice people, but a little behind the times. I joined on with very little experience in SQL development but they put me in charge of querying the DB and making reports right away, so I had to go in head first and pick up that skill right away. Which is great, I'm happy I learned more of that, and really make good time when doing SQL now. However, I'm now doing most of their advanced SQL stuff. The day I started, another employee who was running a MVC project based in Yii (which is the sole item that makes this company software) put in his two weeks. Two weeks later, I'm the only one who knows how to use, access, modify, or update this project. Its quite a large responsibility for an "entry level dev", no? I am doing highly advanced jQuery for them to modernize their forms, webpages, amongst other things, a skill that I would bet on few Entry levels being able to do as well as me. I may be wrong, but I feel that what I'm making now is not acceptable. We don't have reviews, ever, so I can't just wait for that.. so I was wondering.. do I sound justified in wanting to be paid more, and how can I make this happen?

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  • TemplateBinding with Converter - what is wrong?

    - by MartyIX
    I'm creating a game desk. I wanted to specify field size (one field is a square) as a attached property and with this data set value of ViewPort which would draw 2x2 matrix (and tile mode would do the rest of game desk). I'm quite at loss what is wrong because the binding doesn't work. Testing line in XAML for the behaviour I would like to have: <DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None"> The game desk is based on this sample of DrawingPaint: http://msdn.microsoft.com/en-us/library/aa970904.aspx (an image is here) XAML: <Window x:Class="Sokoban.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Sokoban" Title="Window1" Height="559" Width="419"> <Window.Resources> <local:FieldSizeToRectConverter x:Key="fieldSizeConverter" /> <Style x:Key="GameDesk" TargetType="{x:Type Rectangle}"> <Setter Property="local:GameDeskProperties.FieldSize" Value="50" /> <Setter Property="Fill"> <Setter.Value> <!--<DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None">--> <DrawingBrush Viewport="{TemplateBinding local:GameDeskProperties.FieldSize, Converter={StaticResource fieldSizeConverter}}" ViewportUnits="Absolute" TileMode="None"> <DrawingBrush.Drawing> <DrawingGroup> <GeometryDrawing Brush="CornflowerBlue"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,100,100" /> </GeometryDrawing.Geometry> </GeometryDrawing> <GeometryDrawing Brush="Azure"> <GeometryDrawing.Geometry> <GeometryGroup> <RectangleGeometry Rect="0,0,50,50" /> <RectangleGeometry Rect="50,50,50,50" /> </GeometryGroup> </GeometryDrawing.Geometry> </GeometryDrawing> </DrawingGroup> </DrawingBrush.Drawing> </DrawingBrush> </Setter.Value> </Setter> </Style> </Window.Resources> <StackPanel> <Rectangle Style="{StaticResource GameDesk}" Width="300" Height="150" /> </StackPanel> </Window> Converter and property definition: using System; using System.Collections.Generic; using System.Text; using System.Windows.Controls; using System.Windows; using System.Diagnostics; using System.Windows.Data; namespace Sokoban { public class GameDeskProperties : Panel { public static readonly DependencyProperty FieldSizeProperty; static GameDeskProperties() { PropertyChangedCallback fieldSizeChanged = new PropertyChangedCallback(OnFieldSizeChanged); PropertyMetadata fieldSizeMetadata = new PropertyMetadata(50, fieldSizeChanged); FieldSizeProperty = DependencyProperty.RegisterAttached("FieldSize", typeof(int), typeof(GameDeskProperties), fieldSizeMetadata); } public static int GetFieldSize(DependencyObject target) { return (int)target.GetValue(FieldSizeProperty); } public static void SetFieldSize(DependencyObject target, int value) { target.SetValue(FieldSizeProperty, value); } static void OnFieldSizeChanged(DependencyObject target, DependencyPropertyChangedEventArgs e) { Debug.WriteLine("FieldSize just changed: " + e.NewValue); } } [ValueConversion(/* sourceType */ typeof(int), /* targetType */ typeof(Rect))] public class FieldSizeToRectConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { Debug.Assert(targetType == typeof(int)); int fieldSize = int.Parse(value.ToString()); return new Rect(0, 0, 2 * fieldSize, 2 * fieldSize); } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // should not be called in our example throw new NotImplementedException(); } } }

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  • Build problems when adding `__str__` method to Boost Python C++ class

    - by Rickard
    I have started to play around with boost python a bit and ran into a problem. I tried to expose a C++ class to python which posed no problems. But I can't seem to manage to implement the __str__ functionality for the class without getting build errors I don't understand. I'm using boost 1_42 prebuild by boostpro. I build the library using cmake and the vs2010 compiler. I have a very simple setup. The header-file (tutorial.h) looks like the following: #include <iostream> namespace TestBoostPython{ class TestClass { private: double m_x; public: TestClass(double x); double Get_x() const; void Set_x(double x); }; std::ostream &operator<<(std::ostream &ostr, const TestClass &ts); }; and the corresponding cpp-file looks like: #include <boost/python.hpp> #include "tutorial.h" using namespace TestBoostPython; TestClass::TestClass(double x) { m_x = x; } double TestClass::Get_x() const { return m_x; } void TestClass::Set_x(double x) { m_x = x; } std::ostream &operator<<(std::ostream &ostr, TestClass &ts) { ostr << ts.Get_x() << "\n"; return ostr; } BOOST_PYTHON_MODULE(testme) { using namespace boost::python; class_<TestClass>("TestClass", init<double>()) .add_property("x", &TestClass::Get_x, &TestClass::Set_x) .def(str(self)) ; } The CMakeLists.txt looks like the following: CMAKE_MINIMUM_REQUIRED(VERSION 2.8) project (testme) FIND_PACKAGE( Boost REQUIRED ) FIND_PACKAGE( Boost COMPONENTS python REQUIRED ) FIND_PACKAGE( PythonLibs REQUIRED ) set(Boost_USE_STATIC_LIBS OFF) set(Boost_USE_MULTITHREAD ON) INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) INCLUDE_DIRECTORIES ( ${PYTHON_INCLUDE_PATH} ) add_library(testme SHARED tutorial.cpp) target_link_libraries(testme ${Boost_PYTHON_LIBRARY}) target_link_libraries(testme ${PYTHON_LIBRARY} The build error I get is the following: Compiling... tutorial.cpp C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(31) : error C2780: 'void boost::python::api::object_operators::visit(ClassT &,const char *,const boost::python::detail::def_helper &) const' : expects 3 arguments - 1 provided with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/object_core.hpp(203) : see declaration of 'boost::python::api::object_operators::visit' with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(67) : see reference to function template instantiation 'void boost::python::def_visitor_access::visit,classT>(const V &,classT &)' being compiled with [ DerivedVisitor=boost::python::api::object, classT=boost::python::class_, V=boost::python::def_visitor ] C:\Program Files (x86)\boost\boost_1_42\boost/python/class.hpp(225) : see reference to function template instantiation 'void boost::python::def_visitor::visit>(classT &) const' being compiled with [ DerivedVisitor=boost::python::api::object, W=TestBoostPython::TestClass, classT=boost::python::class_ ] .\tutorial.cpp(29) : see reference to function template instantiation 'boost::python::class_ &boost::python::class_::def(const boost::python::def_visitor &)' being compiled with [ W=TestBoostPython::TestClass, U=boost::python::api::object, DerivedVisitor=boost::python::api::object ] Does anyone have any idea on what went wrrong? If I remove the .def(str(self)) part from the wrapper code, everything compiles fine and the class is usable from python. I'd be very greatful for assistance. Thank you, Rickard

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  • c# - PubNub JSON serialization code works in example project but not in my project

    - by pilau
    I am making a Winamp plugin with the single function of sending the details of the song being played over HTTP to a webpage. It works like this: Winamp song event triggered - check for new song - publish to webpage using PubNub (C# API). So far I got to the stage where everything works exactly as it is supposed to, except for the PubNub code which doesn't serialize the object I'm passing for publishing into JSON. All I keep getting in the PubNub console is a mere {} - an empty JSON object. A little background on the project structure: I am using Sharpamp which is a custom library that enables making Winamp plugins with C#. I am also using the PubNub C# API. The gen_notifier_cs project is the C++ plugin wrapper created by Sharpamp. notifier_cs is where all my code resides. The two other projects are self explanatory I assume. I have referenced the PubNub API in notifier_cs, and also have referenced Sharpamp in both notifier_cs and PubNub API. So, the objects that need to get serialized are of a class Song as defined in Sharpamp: public class Song { public string Title { get; internal set; } public string Artist { get; internal set; } public string Album { get; internal set; } public string Year { get; internal set; } public bool HasMetadata { get; internal set; } public string Filename { get; internal set; } } So let's say if I have a song object with song data in it, I would go pubnub.publish("winamp_pipe", song); to publish it and PubNub will automatically serialize the data into JSON. But that's just not working in my solution. To test why it wasn't serializing, I copied that class to the example code file in the PubNub API. Visual Studio changed the class to this (notice the public Song() method): public class Song { public Song() { return; } public string Album { get; set; } public string Artist { get; set; } public string Filename { get; set; } public bool HasMetadata { get; set; } public string Title { get; set; } public string Year { get; set; } } On the same example file I initiated a default song object with some values: Song song = new Song(); song.Album = "albumname"; song.Artist = "artistname"; song.HasMetadata = true; song.Title = "songtitle"; song.Year = "2012"; And published it: pubnub.publish("winamp_pipe", song); and it worked! I got the JSON object in the PubNub channel! {"Album":"albumname","Artist":"artistname","Filename":null,"HasMetadata":true,"Title":"songtitle","Year":"2012"} So, I tried replacing the "new" Song class with the original one defined in Sharpamp. I tried adding another class definition in the notifier_cs project but that clashes with the one in Sharpamp which I have to rely on. I have been trying so many things as far as I could come up with. Needless to say none prevailed. Still, all I get is an empty JSON object. I have been pulling out my hair for the last day. I know this post is super long but I appreciate your input nonetheless. Thanks in advance.

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  • Lists NotifyPropertyChanging

    - by Carlo
    Well BindingList and ObservableCollection work great to keep data updated and to notify when one of it's objects has changed. However, when notifying a property is about to change, I think these options are not very good. What I have to do right now to solve this (and I warn this is not elegant AT ALL), is to implement INotifyPropertyChanging on the list's type object and then tie that to the object that holds the list PropertyChanging event, or something like the following: // this object will be the type of the BindingList public class SomeObject : INotifyPropertyChanging, INotifyPropertyChanged { private int _intProperty = 0; private string _strProperty = String.Empty; public int IntProperty { get { return this._intProperty; } set { if (this._intProperty != value) { NotifyPropertyChanging("IntProperty"); this._intProperty = value; NotifyPropertyChanged("IntProperty"); } } } public string StrProperty { get { return this._strProperty; } set { if (this._strProperty != value) { NotifyPropertyChanging("StrProperty"); this._strProperty = value; NotifyPropertyChanged("StrProperty"); } } } #region INotifyPropertyChanging Members public event PropertyChangingEventHandler PropertyChanging; #endregion #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; #endregion public void NotifyPropertyChanging(string propertyName) { if (this.PropertyChanging != null) PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } public void NotifyPropertyChanged(string propertyName) { if (this.PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public class ObjectThatHoldsTheList : INotifyPropertyChanging, INotifyPropertyChanged { public BindingList<SomeObject> BindingList { get; set; } public ObjectThatHoldsTheList() { this.BindingList = new BindingList<SomeObject>(); } // this helps notifie Changing and Changed on Add private void AddItem(SomeObject someObject) { // this will tie the PropertyChanging and PropertyChanged events of SomeObject to this object // so it gets notifies because the BindingList does not notify PropertyCHANGING someObject.PropertyChanging += new PropertyChangingEventHandler(someObject_PropertyChanging); someObject.PropertyChanged += new PropertyChangedEventHandler(someObject_PropertyChanged); this.NotifyPropertyChanging("BindingList"); this.BindingList.Add(someObject); this.NotifyPropertyChanged("BindingList"); } // this helps notifies Changing and Changed on Delete private void DeleteItem(SomeObject someObject) { if (this.BindingList.IndexOf(someObject) > 0) { // this unlinks the handlers so the garbage collector can clear the objects someObject.PropertyChanging -= new PropertyChangingEventHandler(someObject_PropertyChanging); someObject.PropertyChanged -= new PropertyChangedEventHandler(someObject_PropertyChanged); } this.NotifyPropertyChanging("BindingList"); this.BindingList.Remove(someObject); this.NotifyPropertyChanged("BindingList"); } // this notifies an item in the list is about to change void someObject_PropertyChanging(object sender, PropertyChangingEventArgs e) { NotifyPropertyChanging("BindingList." + e.PropertyName); } // this notifies an item in the list has changed void someObject_PropertyChanged(object sender, PropertyChangedEventArgs e) { NotifyPropertyChanged("BindingList." + e.PropertyName); } #region INotifyPropertyChanging Members public event PropertyChangingEventHandler PropertyChanging; #endregion #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; #endregion public void NotifyPropertyChanging(string propertyName) { if (this.PropertyChanging != null) PropertyChanging(this, new PropertyChangingEventArgs(propertyName)); } public void NotifyPropertyChanged(string propertyName) { if (this.PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } Sorry, I know this is a lot of code, which takes me back to my main point IT'S A LOT OF CODE to implement this. So my question is, does anyone know a better, shorter, more elegant solution? Thanks for your time and suggestions.

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  • Access Violation Exception when trying to perform WTSVirtualChannelRead

    - by Scott Chamberlain
    I am trying to write a hello world type program for using virtual channels in the windows terminal services client. public partial class Form1 : Form { public Form1() { InitializeComponent(); } IntPtr mHandle = IntPtr.Zero; private void Form1_Load(object sender, EventArgs e) { mHandle = NativeMethods.WTSVirtualChannelOpen(IntPtr.Zero, -1, "TSCRED"); } private void button1_Click(object sender, EventArgs e) { int bufferSize = 1024; byte[] buffer = new byte[bufferSize]; int bytesRead = 0; NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); if (bytesRead != 0) { MessageBox.Show("Got no Data"); } else { MessageBox.Show("Got data: " + bytesRead); } } protected override void Dispose(bool disposing) { if (mHandle != System.IntPtr.Zero) { NativeMethods.WTSVirtualChannelClose(mHandle); } base.Dispose(disposing); } } internal static class NativeMethods { [DllImport("Wtsapi32.dll")] public static extern IntPtr WTSVirtualChannelOpen(IntPtr server, int sessionId, [MarshalAs(UnmanagedType.LPStr)] string virtualName); [DllImport("Wtsapi32.dll", SetLastError = true)] public static extern bool WTSVirtualChannelRead(IntPtr channelHandle, long timeout, byte[] buffer, int length, ref int bytesReaded); [DllImport("Wtsapi32.dll")] public static extern bool WTSVirtualChannelClose(IntPtr channelHandle); } On NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); I get the following error every time. System.AccessViolationException was unhandled by user code Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Source=RemoteForm StackTrace: at RemoteForm.NativeMethods.WTSVirtualChannelRead(IntPtr channelHandle, Int64 timeout, Byte[] buffer, Int32 length, Int32& bytesReaded) at RemoteForm.Form1.button1_Click(Object sender, EventArgs e) in E:\Visual Studio 2010\Projects\RemoteForm\Form1.cs:line 31 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) InnerException: I am sending the data from the MSTSC COM object and ActiveX controll. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { rdp.Server = "schamberlainvm"; rdp.UserName = "TestAcct"; IMsTscNonScriptable secured = (IMsTscNonScriptable)rdp.GetOcx(); secured.ClearTextPassword = "asdf"; rdp.CreateVirtualChannels("TSCRED"); rdp.Connect(); } private void button1_Click(object sender, EventArgs e) { rdp.SendOnVirtualChannel("TSCRED", "This is a test"); } } //Designer code // // rdp // this.rdp.Enabled = true; this.rdp.Location = new System.Drawing.Point(12, 12); this.rdp.Name = "rdp"; this.rdp.OcxState = ((System.Windows.Forms.AxHost.State)(resources.GetObject("rdp.OcxState"))); this.rdp.Size = new System.Drawing.Size(1092, 580); this.rdp.TabIndex = 0; Any help on this would be greatly appreciated.

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  • Using dispatchertimer in combination with an asynchroneous call

    - by Civelle
    Hi. We have an issue in our Silverlight application which uses WCF and Entity Framework, where we need to trap the event whenever a user shuts down the application by closing the web page or the browser instead of closing the silverlight application. This is in order to verify if any changes have been made, in which case we would ask the user if he wants to save before leaving. We were able to accomplish the part which consists in trapping the closing of the web page: we wrote some code in the application object that have the web page call a method in the silverlight application object. The problem starts when in this method, we do an asynchroneous call to the Web Service to verify if changes have occured (IsDirty). We are using a DispatcherTimer to check for the return of the asynchroneous call. The problem is that the asynchroneous call never completes (in debug mode, it never ends up stepping into the _BfrServ_Customer_IsDirtyCompleted method), while it used to work fine before we added this new functionality. You will find belowthe code we are using. I am new to writing timers in combination with asynchroneous call so I may be doing something wrong but I cannot figure out what. I tried other things also but we without any success.. ====================== CODE ============================================== 'Code in the application object Public Sub New() InitializeComponent() RegisterOnBeforeUnload() _DispatcherTimer.Interval = New TimeSpan(0, 0, 0, 0, 500) End Sub Public Sub RegisterOnBeforeUnload() 'Register Silverlight object for availability in Javascript. Const scriptableObjectName As String = "Bridge" HtmlPage.RegisterScriptableObject(scriptableObjectName, Me) 'Start listening to Javascript event. Dim pluginName As String = HtmlPage.Plugin.Id HtmlPage.Window.Eval(String.Format("window.onbeforeunload = function () {{ var slApp = document.getElementById('{0}'); var result = slApp.Content.{1}.OnBeforeUnload(); if(result.length 0)return result;}}", pluginName, scriptableObjectName)) End Sub Public Function OnBeforeUnload() As String Dim userControls As List(Of UserControl) = New List(Of UserControl) Dim test As Boolean = True If CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0).GetType().Name = "MainPage" Then If Not CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab") Is Nothing Then If CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).FindName("Tab").Items.Count = 1 Then For Each item As TabItem In CType(CType(Me.RootVisual, StartPage).LayoutRoot.Children.Item(0), MainPage).Tab.Items If item.Content.GetType().Name = "CustomerDetailUI" _Item = item WaitHandle = New AutoResetEvent(False) DoAsyncCall() Exit End If Next End If End If End If If _IsDirty = True Then Return "Do you want to save before leaving." Else Return String.Empty End If End Function Private Sub DoAsyncCall() _Item.Content.CheckForIsDirty(WaitHandle) 'This code resides in the CustomerDetailUI UserControl - see below for the code End Sub Private Sub _DispatcherTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles _DispatcherTimer.Tick If Not _Item.Content._IsDirtyCompleted = True Then Exit Sub End If _DispatcherTimerRunning = False _DispatcherTimer.Stop() ProcessAsyncCallResult() End Sub Private Sub ProcessAsyncCallResult() _IsDirty = _Item.Content._IsDirty End Sub 'CustomerDetailUI code Public Sub CheckForIsDirty(ByVal myAutoResetEvent As AutoResetEvent) _AutoResetEvent = myAutoResetEvent _BfrServ.Customer_IsDirtyAsync(_Customer) 'This method initiates asynchroneous call to the web service - all the details are not shown here _AutoResetEvent.WaitOne() End Sub Private Sub _BfrServ_Customer_IsDirtyCompleted(ByVal sender As Object, ByVal e As BFRService.Customer_IsDirtyCompletedEventArgs) Handles _BfrServ.Customer_IsDirtyCompleted If _IsDirtyFromRefesh Then _IsDirtyFromRefesh = False If e.Result = True Then Me.Confirm("This customer has been modified. Are you sure you want to refresh your data ? " & vbNewLine & " Your changes will be lost.", "Yes", "No", Message.CheckIsDirtyRefresh) End If Busy.IsBusy = False Else If e.Result = True Then _IsDirty = True Me.Confirm("This customer has been modified. Would you like to save?", "Yes", "No", Message.CheckIsDirty) Else Me.Tab.Items.Remove(Me.Tab.SelectedItem) Busy.IsBusy = False End If End If _IsDirtyCompleted = True _AutoResetEvent.Set() End Sub

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