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  • C#&ndash;Using a delegate to raise an event from one class to another

    - by Bill Osuch
    Even though this may be a relatively common task for many people, I’ve had to show it to enough new developers that I figured I’d immortalize it… MSDN says “Events enable a class or object to notify other classes or objects when something of interest occurs. The class that sends (or raises) the event is called the publisher and the classes that receive (or handle) the event are called subscribers.” Any time you add a button to a Windows Form or Web app, you can subscribe to the OnClick event, and you can also create your own event handlers to pass events between classes. Here I’ll show you how to raise an event from a separate class to a console application (or Windows Form). First, create a console app project (you could create a Windows Form, but this is easier for this demo). Add a class file called MyEvent.cs (it doesn’t really need to be a separate file, this is just for clarity) with the following code: public delegate void MyHandler1(object sender, MyEvent e); public class MyEvent : EventArgs {     public string message; } Your event can have whatever public properties you like; here we’re just got a single string. Next, add a class file called WorkerDLL.cs; this will simulate the class that would be doing all the work in the project. Add the following code: class WorkerDLL {     public event MyHandler1 Event1;     public WorkerDLL()     {     }     public void DoWork()     {         FireEvent("From Worker: Step 1");         FireEvent("From Worker: Step 5");         FireEvent("From Worker: Step 10");     }     private void FireEvent(string message)     {         MyEvent e1 = new MyEvent();         e1.message = message;         if (Event1 != null)         {             Event1(this, e1);         }         e1 = null;     } } Notice that the FireEvent method creates an instance of the MyEvent class and passes it to the Event1 handler (which we’ll create in just a second). Finally, add the following code to Program.cs: static void Main(string[] args) {     Program p = new Program(args); } public Program(string[] args) {     Console.WriteLine("From Console: Creating DLL");     WorkerDLL wd = new WorkerDLL();     Console.WriteLine("From Console: Wiring up event handler");     WireEventHandlers(wd);     Console.WriteLine("From Console: Doing the work");     wd.DoWork();     Console.WriteLine("From Console: Done - press any key to finish.");     Console.ReadLine(); } private void WireEventHandlers(WorkerDLL wd) {     MyHandler1 handler = new MyHandler1(OnHandler1);     wd.Event1 += handler; } public void OnHandler1(object sender, MyEvent e) {     Console.WriteLine(e.message); } The OnHandler1 method is called any time the event handler “hears” an event matching the specified signature – you could have it log to a file, write to a database, etc. Run the app in debug mode and you should see output like this: You can distinctly see which lines were written by the console application itself (Program.cs) and which were written by the worker class (WorkerDLL.cs). Technorati Tags: Csharp

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  • Trouble rotating viewplatform in Java3D [closed]

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Wireless connection works but the internet is too slow to use in Ubuntu 11.04

    - by Garrin
    The internet is so slow as to be unusable. And I'm not being picky. Even after minutes I can't get my Google home page to load. I tried installing a package through apt-get and was getting rates between 0 and a few hundred bytes/s. That's bytes, not kilobytes! Mostly 0 however (no exaggeration, it spends large amounts of time stalled). And I would go to a speed test web site of some kind but I can't since nothing will load. Briefly put, the laptop I am using was connected to two wireless networks while using Ubuntu 11.04 without any issues before this. It was also connected to a wired network without any issues. It dual boats Windows 7 which has never had any issues, not even with the current wireless network. Just to be clear, on the current wi-fi network, Windows 7 encounters no issues (speedtest.net puts the network speed at 1mb/s) but my network connection in Ubuntu 11.04 is so slow as to literally be unusable. I am unfamiliar with the router except for the fact that it boasts a Rogers logo (that's a large ISP/cable provider in Canada for those not familiar with the land of igloos and polar bears). I am far from the router and some desktop widget I use tells me the signal strength is at 58% (it seems fairly reliable and this would appear to match up with the filled bars in the network icon). I should also mention I'm just renting a room in this house so I'm not the network administrator and while I can access the 192.168.0.1 router page, the password wasn't set to 'password' so it's not much use to me. Here are a bunch of commands I ran which don't tell me a whole lot but I thought might be more instructive to the wise around here: lspci (just showing my network card): 05:00.0 Network controller: Atheros Communications Inc. AR928X Wireless Network Adapter (PCI-Express) (rev 01) This one is self explanatory. PING www.googele.com (216.65.41.185) 56(84) bytes of data. 64 bytes from nnw.net (216.65.41.185): icmp_req=1 ttl=51 time=267 ms 64 bytes from nnw.net (216.65.41.185): icmp_req=2 ttl=51 time=190 ms 64 bytes from nnw.net (216.65.41.185): icmp_req=3 ttl=51 time=212 ms 64 bytes from nnw.net (216.65.41.185): icmp_req=4 ttl=51 time=207 ms 64 bytes from nnw.net (216.65.41.185): icmp_req=5 ttl=51 time=220 ms --- www.googele.com ping statistics --- 5 packets transmitted, 5 received, 0% packet loss, time 4003ms rtt min/avg/max/mdev = 190.079/219.699/267.963/26.121 ms ifconfig eth0 Link encap:Ethernet HWaddr 20:6a:8a:02:20:da UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:42 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:16 errors:0 dropped:0 overruns:0 frame:0 TX packets:16 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:960 (960.0 B) TX bytes:960 (960.0 B) wlan0 Link encap:Ethernet HWaddr 20:7c:8f:05:c6:bf inet addr:192.168.0.16 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::227c:8fff:fe05:c6bf/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:982 errors:0 dropped:0 overruns:0 frame:0 TX packets:658 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:497250 (497.2 KB) TX bytes:95076 (95.0 KB) Thank you

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • Gnome-shell fails to load on 12.10

    - by Githlar
    I'm usually the one answering questions, but in this I'm throughly stumped! My Setup: Ubuntu 12.10 (Dist upgrade form 12.04) ATI M96 [Mobility Radeon HD 4650] Upon the first installation of 12.10 I had all kinds of issues getting the Legacy ATI drivers to install (I guess the source for the drivers isn't kosher with kernel 3.5). So, I added the repository ppa:makson96/fglrx - which has a version of the ATI source patched to work with kernel 3.5. After installation of fglrx-legacy from that PPA, gnome-shell and all my graphics work fine... until today. The Problem I unsuspended my computer today and the screen was black (not off, the black from the gnome lock screen). I'd move my mouse/hit a key and the background would flash and then it'd go back to black. Restarted via VT1 Logged into Gnome (gnome-shell) session, but no gnome-shell! Investigation: First, I went to VT1 and tried export DISPLAY=:0;gnome-shell --replace. It appeared to work fine, switch back to X and nothing. Went back to VT1 and saw this error message: JS ERROR: !!! Exception was: TypeError: Object 0x7fc748129c30 is not a subclass of (null), it's a xO JS ERROR: !!! message = '"Object 0x7fc748129c30 is not a subclass of (null), it's a xO"' JS ERROR: !!! fileName = '"/usr/share/gnome-shell/js/ui/tweener.js"' JS ERROR: !!! lineNumber = '218' JS ERROR: !!! stack = '"()@/usr/share/gnome-shell/js/ui/tweener.js:218 wrapper()@/usr/share/gjs-1.0/lang.js:204 ()@/usr/share/gjs-1.0/lang.js:145 ()@/usr/share/gjs-1.0/lang.js:239 init()@/usr/share/gnome-shell/js/ui/tweener.js:49 init()@/usr/share/gnome-shell/js/ui/environment.js:96 @<main>:1 "' Window manager warning: Log level 32: Execution of main.js threw exception: TypeError: Object 0x7fc748129c30 is not a subclass of (null), it's a xO Note: Everywhere it says "it's a xO", xO is actually garbled and changes every time (I'm thinking memory corruption?) This error is thrown by line 96 of /usr/share/gnome-shell/js/ui/environment.js: tweener.Init() Did a purge of fglrx-legacy, reboot, reinstall fglrx-legacy, reboot... same thing. Did a ppa-purge of ppa:gnome3-team/gnome3, and reinstalled gnome-shell and ubuntu-desktop from the standard repositores... same thing. I'm really at a loss here. I love gnome-shell and after using it for nearly a year now gnome classic just seems so archaic. Additional Information Apt log from the day I first suspended my machine (these are upgrades from the gnome3-team/gnome3 ppa and ubuntu-wine/ppa ppa): Start-Date: 2012-11-24 17:30:28 Commandline: aptdaemon role='role-commit-packages' sender=':1.618' Install: gkbd-capplet:amd64 (3.6.0-0ubuntu1), gnome-control-center-unity:amd64 (1.0-0ubuntu1~ubuntu12.10.1) Upgrade: nautilus:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1), libgnome-control-center1:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), wine1.5-i386:i386 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), wine1.5:amd64 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), gnome-settings-daemon:amd64 (3.4.2-0ubuntu14, 3.6.3-0ubuntu1~ubuntu12.10.1), gnome-control-center-data:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), gnome-accessibility-themes:amd64 (3.6.0.2-0ubuntu1, 3.6.2-0ubuntu2~ubuntu12.10.1), gnome-themes-standard:amd64 (3.6.0.2-0ubuntu1, 3.6.2-0ubuntu2~ubuntu12.10.1), wine1.5-amd64:amd64 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), nautilus-data:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1), gnome-control-center:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), libnautilus-extension1a:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1) End-Date: 2012-11-24 17:31:32 fglrxinfo (driver appears to be working): display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Mobility Radeon HD 4650 OpenGL version string: 3.3.11653 Compatibility Profile Context Does anybody have any further ideas?

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  • Simple Navigation In Windows Phone 7

    - by PeterTweed
    Take the Slalom Challenge at www.slalomchallenge.com! When moving to the mobile platform all applications need to be able to provide different views.  Navigating around views in Windows Phone 7 is a very easy thing to do.  This post will introduce you to the simplest technique for navigation in Windows Phone 7 apps. Steps: 1.     Create a new Windows Phone Application project. 2.     In the MainPage.xaml file copy the following xaml into the ContentGrid Grid:             <StackPanel Orientation="Vertical" VerticalAlignment="Center"  >                 <TextBox Name="ValueTextBox" Width="200" ></TextBox>                 <Button Width="200" Height="30" Content="Next Page" Click="Button_Click"></Button>             </StackPanel> This gives a text box for the user to enter text and a button to navigate to the next page. 3.     Copy the following event handler code to the MainPage.xaml.cs file:         private void Button_Click(object sender, RoutedEventArgs e)         {             NavigationService.Navigate(new Uri( string.Format("/SecondPage.xaml?val={0}", ValueTextBox.Text), UriKind.Relative));         }   The event handler uses the NavigationService.Navigate() function.  This is what makes the navigation to another page happen.  The function takes a Uri parameter with the name of the page to navigate to and the indication that it is a relative Uri to the current page.  Note also the querystring is formatted with the value entered in the ValueTextBox control – in a similar manner to a standard web querystring. 4.     Add a new Windows Phone Portrait Page to the project named SecondPage.xaml. 5.     Paste the following XAML in the ContentGrid Grid in SecondPage.xaml:             <Button Name="GoBackButton" Width="200" Height="30" Content="Go Back" Click="Button_Click"></Button>   This provides a button to navigate back to the first page. 6.     Copy the following event handler code to the SecondPage.xaml.cs file:         private void Button_Click(object sender, RoutedEventArgs e)         {             NavigationService.GoBack();         } This tells the application to go back to the previously displayed page. 7.     Add the following code to the constructor in SecondPage.xaml.cs:             this.Loaded += new RoutedEventHandler(SecondPage_Loaded); 8.     Add the following loaded event handler to the SecondPage.xaml.cs file:         void SecondPage_Loaded(object sender, RoutedEventArgs e)         {             if (NavigationContext.QueryString["val"].Length > 0)                 MessageBox.Show(NavigationContext.QueryString["val"], "Data Passed", MessageBoxButton.OK);             else                 MessageBox.Show("{Empty}!", "Data Passed", MessageBoxButton.OK);         }   This code pops up a message box displaying either the text entered on the first page or the message “{Empty}!” if no text was entered. 9.     Run the application, enter some text in the text box and click on the next page button to see the application in action:   Congratulations!  You have created a new Windows Phone 7 application with page navigation.

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  • Challenges in Corporate Reporting - New Independent Research

    - by ndwyouell
    Earlier this year, Oracle and Accenture sponsored a global study on trends in financial close and reporting. We surveyed 1,123 finance professionals in large organizations in 12 countries around the world during February and March. Financial Consolidation and Reporting is the most mature aspect of Enterprise Performance Management with mainstream solutions having been around for over 30 years. But of course over this time there have been many changes and very significant increases in regulation. So just what is the current state is Financial Consolidation and Reporting in our major corporations across the world? We commissioned this independent research to find out. Highlights of the result are: •          Seeking change: Businesses recognize they need to invest in financial reporting to address the challenges they currently face. 47 percent of companies have made substantial investments over the last year to the financial close, filing, and reporting processes. •          Ineffective investments: Despite these investments, spreadsheets (72 percent) and e-mails (68 percent) are still being used daily to track and manage reporting, suggesting that new investments are falling short of expectations. •          Increased costs and uncertainty: The situation is so opaque that managers across the finance function are unable to fully understand the financial impact or cost implications of reporting, with 60 percent of respondents admitting they did not know the total cost of managing and publicizing their financial results. •          Persistent challenges: 68 percent of respondents admitted that they have inadequate visibility into reporting processes, while 84 percent of finance managers surveyed said they find it difficult to control the quality of financial data across the entire reporting process. •          Decreased effectiveness: 71 percent of finance managers feel their effectiveness is limited in some way by data-analysis–related issues, while 39 percent of C-level or VP-level respondents say their effectiveness is impaired by limited visibility. •          Missed deadlines: Due to late changes to the chart of accounts, 15 percent of global businesses have missed statutory filings, putting their companies at risk of financial penalties and potentially impacting share value. The report makes it clear that investments made to date by these large organizations around the world have been uneven across the close, reporting, and filing processes, which has led to the challenges these organizations currently face in the overall process. Regardless of whether companies are using a variety of solutions or a single solution, the report shows they continue to witness increased costs, ineffectual data management, and missed reporting, which—in extreme circumstances—can impact a company’s corporate image and share value. The good news is that businesses realize that these problems persist and 86 percent of companies are likely to make a significant investment during the next five years to address these issues. While they should invest, it is critical that they direct investments correctly to address the key issues this research identified: •          Improving data integrity •          Optimizing processes •          Integrating the extended financial close process By addressing these issues and with clear guidance on how to implement the correct business processes, infrastructure, and software solutions, finance teams will find that their reporting processes are much more effective, cost-efficient, and aligned with their performance expectations. To get a copy of the full report: http://www.oracle.com/webapps/dialogue/ns/dlgwelcome.jsp?p_ext=Y&p_dlg_id=11747758&src=7300117&Act=92 To replay a webcast discussing the findings: http://www.cfo.com/webcast.cfm?webcast=14639438&pcode=ORA061912_ORA

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  • WPF MVVM ComboBox SelectedItem or SelectedValue not working

    - by cjibo
    Update After a bit of investigating. What seems to be the issue is that the SelectedValue/SelectedItem is occurring before the Item source is finished loading. If I sit in a break point and weight a few seconds it works as expected. Don't know how I'm going to get around this one. End Update I have an application using in WPF using MVVM with a ComboBox. Below is the ViewModel Example. The issue I'm having is when we leave our page and migrate back the ComboBox is not selecting the current Value that is selected. View Model public class MyViewModel { private MyObject _selectedObject; private Collection<Object2> _objects; private IModel _model; public MyViewModel(IModel model) { _model = model; _objects = _model.GetObjects(); } public Collection<MyObject> Objects { get { return _objects; } private set { _objects = value; } } public MyObject SelectedObject { get { return _selectedObject; } set { _selectedObject = value; } } } For the sake of this example lets say MyObject has two properties (Text and Id). My XAML for the ComboBox looks like this. XAML <ComboBox Name="MyComboBox" Height="23" Width="auto" SelectedItem="{Binding Path=SelectedObject,Mode=TwoWay}" ItemsSource="{Binding Objects}" DisplayMemberPath="Text" SelectedValuePath="Id"> No matter which way I configure this when I come back to the page and the object is reassembled the ComboBox will not select the value. The object is returning the correct object via the get in the property though. I'm not sure if this is just an issue with the way the ComboBox and MVVM pattern works. The text box binding we are doing works correctly.

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  • Parsing nested JSON objects with JSON Framework for Objective-C

    - by Sheehan Alam
    I have the following JSON object: { "response": { "status": 200 }, "messages": [ { "message": { "user": "value" "pass": "value", "url": "value" } ] } } I am using JSON-Framework (also tried JSON Touch) to parse through this and create a dictionary. I want to access the "message" block and pull out the "user", "pass" and "url" values. In Obj-C I have the following code: // Create new SBJSON parser object SBJSON *parser = [[SBJSON alloc] init]; // Prepare URL request to download statuses from Twitter NSURLRequest *request = [NSURLRequest requestWithURL:[NSURL URLWithString:myURL]]; // Perform request and get JSON back as a NSData object NSData *response = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; // Get JSON as a NSString from NSData response NSString *json_string = [[NSString alloc] initWithData:response encoding:NSUTF8StringEncoding]; //Print contents of json-string NSArray *statuses = [parser objectWithString:json_string error:nil]; NSLog(@"Array Contents: %@", [statuses valueForKey:@"messages"]); NSLog(@"Array Count: %d", [statuses count]); NSDictionary *results = [json_string JSONValue]; NSArray *tweets = [[results objectForKey:@"messages"] objectForKey:@"message"]; for (NSDictionary *tweet in tweets) { NSString *url = [tweet objectForKey:@"url"]; NSLog(@"url is: %@",url); } I can pull out "messages" and see all of the "message" blocks, but I am unable to parse deeper and pull out the "user", "pass", and "url".

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  • VS 2012 / 2013 AccessViolationException

    - by Goran
    When I run the project (F5) I receive the following exception in IDE: An unhandled exception of type 'System.AccessViolationException' occurred in System.Windows.Forms.dll Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Stack trace reports at System.Windows.Forms.UnsafeNativeMethods.SendMessage(HandleRef hWnd, Int32 msg, IntPtr wParam, IntPtr lParam) at System.Windows.Forms.Control.SendMessage(Int32 msg, Int32 wparam, IntPtr lparam) at System.Windows.Forms.Form.UpdateWindowIcon(Boolean redrawFrame) at System.Windows.Forms.Form.CreateHandle() at System.Windows.Forms.Control.get_Handle() at Microsoft.VisualStudio.HostingProcess.HostProc.RunParkingWindowThread() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() I have never noticed receiving the same exception when running without debugger (CTRL+F5). This is a WPF project, but exception occurs before the App_ctor is executed, so this is external code, and my application code did not start to execute. This happens sporadically, sometimes it happens only once, and sometimes I run the project and get this message for several times in a roll. Then it does not pop up for 5-6 runs, and then starts again. Anyone knows why is this happening? I have just installed clean W8.1 64 bit, VS2013 and TFS 2013 (although I had the same problem with W8 and VS2012, but not as often).

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  • Mixing AJAX requests with Flash scope objects not working

    - by AlanObject
    I have a JSF page that displays a table from an object called TableQuery that supports stateful pagination, sorting, etc. The bean that accesses the object is a RequestScoped object, and it attempts to preserve the TableQuery by storing it the flash map. The accessor method looks like this: public TableQuery<SysLog> getQuery() { if (query != null) return query; Flash flash = FacesContext.getCurrentInstance(). getExternalContext().getFlash(); query = (TableQuery) flash.get("Query"); if (query != null) System.out.println("TableSysLog.getQuery() Got query from flash!"); if (query == null) { query = slc.getNewTableQuery(); System.out.println("TableSysLog.getQuery() Created new query"); } flash.put("Query", query); return query; } The Links to go between pages are implemented with *p:commandLInk*s. I use Primefaces command link in AJAX mode so just the link gets processed when it is clicked. The action listener looks like this: public void doNextPage(ActionEvent evt) { getQuery().doNextPage(); } When it doesn't work I get the error message: WARNING: JSF1095: The response was already committed by the time we tried to set the outgoing cookie for the flash. Any values stored to the flash will not be available on the next request. I found this thread when looking up this problem. When I turned of HTTP chunking as the article suggests, the error message went away but the problem remained. Does anyone know what is going on and how this might be fixed?

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  • export data from WCF Service to excel

    - by Dave
    I need to provide an export to excel feature for a large amount of data returned from a WCF web service. The code to load the datalist is as below: List<resultSet> r = myObject.ReturnResultSet(myWebRequestUrl); //call to WCF service myDataList.DataSource = r; myDataList.DataBind(); I am using the Reponse object to do the job: Response.Clear(); Response.Buffer = true; Response.ContentType = "application/vnd.ms-excel"; Response.AddHeader("Content-Disposition", "attachment; filename=MyExcel.xls"); StringBuilder sb = new StringBuilder(); StringWriter sw = new StringWriter(sb); HtmlTextWriter tw = new HtmlTextWriter(sw); myDataList.RenderControl(tw); Response.Write(sb.ToString()); Response.End(); The problem is that WCF Service times out for large amount of data (about 5000 rows) and the result set is null. When I debug the service, I can see the window for saving/opening the excel sheet appear before the service returns the result and hence the excel sheet is always empty. Please help me figure this out.

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  • How can I get a Silverlight application to check for an update and ask user to upgrade?

    - by Edward Tanguay
    I have made an out-of-browser silverlight application which I want to automatically update every time there is a new .xap file uploaded to the server. When the user right-clicks the application and clicks on Updates, the default is set to "Check for updates, but let me choose whether to download and install them": This leads me to believe that it is possible to make my Silverlight application automatically detect if there is a new .xap file present on the server, and if there is, the Silverlight client will automatically ask the user if he would like to install it. This however is not the case. I upload a new .xap file and the Silverlight application does nothing. Even if I add this to my App.xaml.cs: -- private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new BaseApp(); if (Application.Current.IsRunningOutOfBrowser) { Application.Current.CheckAndDownloadUpdateAsync(); } } and update the .xap file, the Silverlight application does nothing. This information enabled me to check if there is an update and if so, tell the user to restart the application, but when he restarts the application, nothing happens: -- private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new BaseApp(); if (Application.Current.IsRunningOutOfBrowser) { Application.Current.CheckAndDownloadUpdateAsync(); Application.Current.CheckAndDownloadUpdateCompleted += new CheckAndDownloadUpdateCompletedEventHandler(Current_CheckAndDownloadUpdateCompleted); } } void Current_CheckAndDownloadUpdateCompleted(object sender, CheckAndDownloadUpdateCompletedEventArgs e) { if (e.UpdateAvailable) { MessageBox.Show("An application update has been downloaded. " + "Restart the application to run the new version."); } else if (e.Error != null && e.Error is PlatformNotSupportedException) { MessageBox.Show("An application update is available, " + "but it requires a new version of Silverlight. " + "Visit the application home page to upgrade."); } else { //no new version available } } How do I make my Silverlight application check, each time it starts, if there is a new .xap file, and if there is, pass control to the Silverlight client to ask the user if he wants to download it, as the above dialogue implies is possible?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Abcpdf throwing System.ExecutionEngineException

    - by Tom Tresansky
    I have the binary for several pdf files stored in a collection of Byte arrays. My goal is to concatenate them into a single .pdf file using abcpdf, then stream that newly created file to the Response object on a page of an ASP.Net website. Had been doing it like this: BEGIN LOOP ... 'Create a new Doc Dim doc As Doc = New Doc 'Read the binary of the current PDF doc.Read(bytes) 'Append to the master merged PDF doc _mergedPDFDoc.Append(Doc) END LOOP Which was working fine 95% of the time. Every now and then however, creating a new Doc object would throw a System.ExecutionEngineException and crash the CLR. It didn't seem to be related to a large number of pdfs (sometimes would happen w/ only 2), or with large sized pdfs. It seemed almost completely random. This is a known bug in abcpdf described (not very well) here Item 6.24. I came across a helpful SO post which suggested using a Using block for the abcpdf Doc object. So now I'm doing this: Using doc As New Doc 'Read the binary of the current PDF doc.Read(bytes) 'Append to the master merged PDF doc _mergedPDFDoc.Append(doc) End Using And I haven't seen the problem occur again yet, and have been pounding on a test version as best as I can to get it to. Has anyone had any similar experience with this error? Did this fix it?

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  • InvalidOperationException when calling SaveChanges in .NET Entity framework

    - by Pär Björklund
    Hi, I'm trying to learn how to use the Entity framework but I've hit an issue I can't solve. What I'm doing is that I'm walking through a list of Movies that I have and inserts each one into a simple database. This is the code I'm using private void AddMovies(DirectoryInfo dir) { MovieEntities db = new MovieEntities(); foreach (DirectoryInfo d in dir.GetDirectories()) { Movie m = new Movie { Name = d.Name, Path = dir.FullName }; db.AddToMovies(movie); } db.SaveChanges(); } When I do this I get an exception at db.SaveChanges() that read. The changes to the database were committed successfully, but an error occurred while updating the object context. The ObjectContext might be in an inconsistent state. Inner exception message: AcceptChanges cannot continue because the object's key values conflict with another object in the ObjectStateManager. Make sure that the key values are unique before calling AcceptChanges. I haven't been able to find out what's causing this issue. My database table contains three columns Id int autoincrement Name nchar(255) Path nchar(255) Update: I Checked my edmx file and the SSDL section have the StoreGeneratedPattern="Identity" as suggested. I also followed the blog post and tried to add ClientAutoGenerated="true" and StoreGenerated="true" in the CSDL as suggested there. This resulted in compile errors ( Error 5: The 'ClientAutoGenerated' attribute is not allowed.). Since the blog post is from 2006 and it has a link to a follow up post I assume it's been changed. However, I cannot read the followup post since it seems to require an msdn account.

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  • Refresh UltraGrid's GroupBy Sort on child bands when ListChanged?

    - by Idriss
    I am using Infragistics 2009 vol 1. My UltraGrid is bound to a BindingList of business objects "A" having themself a BindingList property of business objects "B". It results in having two bands: one named "BindingList`1", the other one "ListOfB" thanks to the currency manager. I would like to refresh the GroupBy sort of the grid whenever a change is performed on the child band through the child business object and INotifyPropertyChange. If I group by a property in the child band which is a boolean (let's say "Active") and I subscribe to the event ListChanged on the bindinglist datasource with this event handler: void Grid_ListChanged(object sender, ListChangedEventArgs e) { if (e.ListChangedType == ListChangedType.ItemChanged) { string columnKey = e.PropertyDescriptor.Name; if (e.PropertyDescriptor.PropertyType.Name == "BindingList`1") { ultraGrid.DisplayLayout.Bands[columnKey].SortedColumns.RefreshSort(true); } else { UltraGridBand band = ultraGrid.DisplayLayout.Bands[0]; UltraGridColumn gc = band.Columns[columnKey]; if (gc.IsGroupByColumn || gc.SortIndicator != SortIndicator.None) { band.SortedColumns.RefreshSort(true); } ColumnFilter cf = band.ColumnFilters[columnKey]; if (cf.FilterConditions.Count > 0) { ultraGrid.DisplayLayout.RefreshFilters(); } } } } the band.SortedColumns.RefreshSort(true) is called but It gives unpredictable results in the groupby area when the property Active is changed in the child band: if one object out of three actives becomes inactive it goes from: Active : True (3 items) To: Active : False (3 items) Instead of (which is the case when I drag the column back and forth to the group by area) Active : False (1 item) Active : True (2 items) Am I doing something wrong? Is there a way to restore the expanded state of the rows when performing a RefreshSort(true); ?

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  • managing images in an iphone/ipad universal app

    - by taber
    Hi, I'm just curious as to what methods people are using to dynamically use larger or smaller images in their universal iPhone/iPad apps. I created a large test image and I tried scaling down (using cocos2d) by 0.46875. After viewing that in the iPhone 4.0 simulator I found the results were pretty crappy... rough pixel edges, etc. Plus, loading huge image files for iPhone users when they don't need them is pretty lame. So I guess what I will probably have to do is save out two versions of every sprite... large (for the iPad side) and small (for iPhone/iPod Touch) then detect the user's device and spit out the proper sprite like so: NSString *deviceType = [UIDevice currentDevice].model; CCSprite *test; if([deviceType isEqualToString:@"iPad"]) { test = [CCSprite spriteWithFile:@"testBigHuge.png"]; } else { test = [CCSprite spriteWithFile:@"testRegularMcTiny.png"]; } [self addChild: test]; How are you guys doing this? I'd rather avoid sprinkling all of my code with if statements like this. I want to also avoid using .xib files since it's an OpenGL-based app. Thanks!

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  • How to Authenticate to Active Directory Services (ADs) using .NET 3.5 / C#

    - by Ranger Pretzel
    After much struggling, I've figured out how to authenticate to my company's Active Directory using just 2 lines of code with the Domain, Username, and Password in .NET 2.0 (in C#): // set domain, username, password, and security parameters DirectoryEntry entry = new DirectoryEntry("LDAP://" + domain, username, password, AuthenticationTypes.Secure | AuthenticationTypes.SecureSocketsLayer); // force Bind to AD server to authenticate object obj = entry.NativeObject; If the 2nd line throws an exception, then the credentials and/or parameters were bad. (Specific reason can be found in the exception.) If no exception, then the credentials are good. Trying to do this in .NET 3.5 looks like it should be easy, but has me at a roadblock instead. Specifically, I've been working with this example: PrincipalContext domainContext = new PrincipalContext(ContextType.Domain, domain); using (domainContext) { return domainContext.ValidateCredentials(UserName, Password); } Unfortunately, this doesn't work for me as I don't have both ContextOptions set to Sealed/Secure and SSL (like I did above in the .NET 2.0 code.) There is an alternate constructor for PrincipalContext that allows setting the ContextOptions, but this also requires supplying a Distinguished Name (DN) of a Container Object and I don't know exactly what mine is or how I would find out. public PrincipalContext(ContextType contextType, string name, string container, ContextOptions options); // container: // The container on the store to use as the root of the context. All queries // are performed under this root, and all inserts are performed into this container. // For System.DirectoryServices.AccountManagement.ContextType.Domain and System.DirectoryServices.AccountManagement.ContextType.ApplicationDirectory // context types, this parameter is the distinguished name of a container object. Any suggestions?

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  • How to Loop through LINQ results (VB.NET)

    - by rockinthesixstring
    I've got some code to try and loop through LINQ results, but it doesn't seem to be working. HERE'S THE CODE Public Sub ProcessRequest(ByVal context As System.Web.HttpContext) Implements System.Web.IHttpHandler.ProcessRequest ' the page contenttype is plain text' HttpContext.Current.Response.ContentType = "text/plain" ' store the querystring as a variable' Dim qs As Nullable(Of Integer) = Integer.TryParse(HttpContext.Current.Request.QueryString("ID"), Nothing) ' use the RegionsDataContext' Using RegionDC As New DAL.RegionsDataContext 'create a (q)uery variable' Dim q As Object ' if the querystring PID is not blank' ' then we want to return results based on the PID' If Not qs Is Nothing Then ' that fit within the Parent ID' q = (From r In RegionDC.bt_Regions _ Where r.PID = qs _ Select r.Region).ToArray ' now we loop through the array' ' and write out the ressults' For Each item As DAL.bt_Region In q HttpContext.Current.Response.Write(item.Region & vbCrLf) Next End If End Using End Sub HERE'S THE ERROR Public member 'Region' on type 'String' not found. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.MissingMemberException: Public member 'Region' on type 'String' not found. Source Error: Line 33: ' and write out the ressults Line 34: For Each item In q Line 35: HttpContext.Current.Response.Write(item.Region & vbCrLf) Line 36: Next Line 37: Source File: E:\Projects\businesstrader\App_Code\Handlers\RegionsAutoComplete.vb Line: 35 Stack Trace: [MissingMemberException: Public member 'Region' on type 'String' not found.] Microsoft.VisualBasic.CompilerServices.Container.GetMembers(String& MemberName, Boolean ReportErrors) +509081 Microsoft.VisualBasic.CompilerServices.NewLateBinding.LateGet(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack) +222 BT.Handlers.RegionsAutoComplete.ProcessRequest(HttpContext context) in E:\Projects\businesstrader\App_Code\Handlers\RegionsAutoComplete.vb:35 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +181 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +75 Can anyone tell me what I'm doing wrong?

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  • Calling WCF service with parameter using jQuery

    - by Remi Despres-Smyth
    I'm trying to call a WCF web service hosted by IIS using jQuery. I can call it fine without any parameters, and I can also call it fine with a GET request that includes my parameter, but as soon as I try to send in the request via POST, the call is failing. The web service is currently nothing but: [OperationContract, WebInvoke] public ValidationResultSummary TestValidateOn( object day) { return null; } I've set the parameter to object, to make sure the issue isn't something with type coercion. With a breakpoint in the web service, I know the call without parameters as well as the GET call with param succeeds; in the latter the expected value is sent up. Calling code looks like: $.ajax({ // type: "GET", // url: "../Shared/Services/DomainServices.svc/TestValidateOn?day='12/Jan/2010'", type: "POST", url: "../Shared/Services/DomainServices.svc/TestValidateOn", // data: "{ }", --This works if object type param, calls with null data: "{'day': " + selectedDate + "}", // This fails miserably // data: "{'day': '" + selectedDate + "'}", --This also fails miserably contentType: "application/json; charset=utf-8", dataType: "json", success: function(data) { displayResults(data.d); }, error: function(xmlHttpReq, status, errThrown) { displayError(xmlHttpReq, status, errThrown); } }); The POST call never reaches my breakpoint, and on the client, error 500 - "Internal Server Error" - is returned. Any help would be appreciated.

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  • PDF rendering crashes app Core Graphics

    - by Felixyz
    EDIT: The memory leaks turned out to be unrelated to the crashes. Leaks are fixed but crashes remain, still mysterious. My (iPhone) app does lots of PDF loading and rendering, some of it threaded. Sometime, it seems always after I flush a page cash after getting a memory warning, the app crashes with a bad access when trying to draw a pdf page stored in an NSData object. Here is one example trace: #0 0x3016d564 in CGPDFResourcesGetResource () #1 0x3016d58a in CGPDFResourcesGetResource () #2 0x3016d94e in CGPDFResourcesGetExtGState () #3 0x3015fac4 in CGPDFContentStreamGetExtGState () #4 0x301629a8 in op_gs () #5 0x3016df12 in handle_xname () #6 0x3016dd9e in read_objects () #7 0x3016de6c in CGPDFScannerScan () #8 0x30161e34 in CGPDFDrawingContextDraw () #9 0x3016a9dc in CGContextDrawPDFPage () But sometimes I get this instead: Program received signal: “EXC_BAD_ACCESS”. (gdb) bt #0 0x335625fa in objc_msgSend () #1 0x32c04eba in CFDictionaryGetValue () #2 0x3016d500 in get_value () #3 0x3016d5d6 in CGPDFResourcesGetFont () #4 0x3015fbb4 in CGPDFContentStreamGetFont () #5 0x30163480 in op_Tf () #6 0x3016df12 in handle_xname () #7 0x3016dd9e in read_objects () #8 0x3016de6c in CGPDFScannerScan () #9 0x30161e34 in CGPDFDrawingContextDraw () #10 0x3016a9dc in CGContextDrawPDFPage () Is this an indication that I've mistakenly deallocated an object? It's hard for me to decode what's happening here. This is how I create and retain the various objects involved: // Some data was just loaded from the network and is pointed to by "data" self.pdfData = data; _dataProviderRef = CGDataProviderCreateWithData( NULL, [_pdfData bytes], [_pdfData length], NULL ); _documentRef = CGPDFDocumentCreateWithProvider(_dataProviderRef); _pageRef = CGPDFDocumentGetPage(_documentRef, 1); CGPDFPageRetain(_pageRef); _pdfFrame = CGPDFPageGetBoxRect(_pageRef, kCGPDFArtBox); So the NSData object is retained, and I explicitly retain the page reference. The data provider and the document are already retained by the create-functions. And here is my dealloc method: -(void)dealloc { if (_pageRef) CGPDFPageRelease(_pageRef); if (_documentRef) CGPDFDocumentRelease(_documentRef); if (_dataProviderRef) CGDataProviderRelease(_dataProviderRef); self.pdfData = nil; [super dealloc]; } Am I doing anything wrong? Even an assurance that I'm not, with explanation, would be a help.

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  • Bread Crumbs With C#

    - by kareemsaad
    I made Class And user Control In master.cs public partial class BreadCrumbs : System.Web.UI.UserControl { protected void Page_Load(object sender, EventArgs e) { // Put user code to initialize the page here bc1.PageTitle = HeaderText; } protected BreadCrumbs.ctrlBreadCrumbs bc1; private string _strHeaderText; public string HeaderText { get { return _strHeaderText; } set { _strHeaderText = value; } } } User Control: public partial class BreadCrumbs : System.Web.UI.UserControl { protected void Page_Load(object sender, EventArgs e) { // Put user code to initialize the page here bc1.PageTitle = HeaderText; } protected BreadCrumbs.ctrlBreadCrumbs bc1; private string _strHeaderText; public string HeaderText { get { return _strHeaderText; } set { _strHeaderText = value; } } } protected System.Web.UI.WebControls.Literal lblPageTitle; protected namespace.headerBreadCrumb header; ClsCategory clscategory = new ClsCategory(); protected void Page_Load(object sender, EventArgs e) { // Put user code to initialize the page here string PageTitle = "ASP.NET Breadcrumbs with C#"; lblPageTitle.Text = PageTitle; header.HeaderText = PageTitle; but it not work well i think problem here <%@ Register TagPrefix="bc" Namespace="BreadCrumbs" Assembly="BreadCrumbs" %> <bc:ctrlBreadCrumbs id="bc1" runat="server" />

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  • Update text in StatusBar in wpf using C#

    - by Archie
    hello, I have a TextBox in StatusBar in wpf which i want to update. I have a list of files in ListBox. On each file I would be doing some operation by calling say method ProcessFile(). So whenever the file processing is completed I want to show that file's name in the StatusBar text. I have tried something like this: private void button_Click(object sender, RoutedEventArgs e) { statusBar.Visibility = Visibility.Visible; DispatcherFrame frame = new DispatcherFrame(); Dispatcher.CurrentDispatcher.BeginInvoke(DispatcherPriority.Background, new DispatcherOperationCallback(TimeConsumingMethod), frame); Dispatcher.PushFrame(frame); statusBar.Visibility = Visibility.Collapsed; } public object TimeConsumingMethod(Object arg) { ((DispatcherFrame)arg).Continue = false; foreach (string fileName in destinationFilesList.Items) { txtStatus.Text = fileName.ToString(); //Assume that each process takes some time to complete System.Threading.Thread.Sleep(1000); } return null; } But i can only see the last file's name in the StatusBar. Whats wrong with the code? Can somebody correct it? Thanks.

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  • iPhone: how to use performSelector:onThread:withObject:waitUntilDone: method?

    - by Michael Kessler
    Hi all, I am trying to use a separate thread for working with some API. The problem is that I am not able to use performSelector:onThread:withObject:waitUntilDone: method with a thread that I' instantiated for this. My code: @interface MyObject : NSObject { NSThread *_myThread; } @property(nonatomic, retain) NSThread *myThread; @end @implementation MyObject @synthesize myThread = _myThread; - (NSThread *)myThread { if (_myThread == nil) { NSThread *myThreadTemp = [[NSThread alloc] init]; [myThreadTemp start]; self. myThread = myThreadTemp; [myThreadTemp release]; } return _myThread; } - (id)init { if (self = [super init]) { [self performSelector:@selector(privateInit:) onThread:[self myThread] withObject:nil waitUntilDone:NO]; } return self; } - (void)privateInit:(id)object { NSLog(@"MyObject - privateInit start"); } - (void)dealloc { [_myThread release]; _myThread = nil; [super dealloc]; } @end "MyObject - privateInit start" is never printed. What am I missing? I tried to instantiate the thread with target and selector, tried to wait for method execution completion (waitUntilDone:YES). Nothing helps. UPDATE: I don't need this multithreading for separating costly operations to another thread. In this case I could use the performSelectorInBackground as mentioned in few answers. The main reason for this separate thread is the need to perform all the actions in the API (TTS by Loquendo) from one single thread. Meaning that I have to create an instance of the TTS object and call methods on that object from the same thread all the time.

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