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  • Caching no .NET Framework 4.0

    - by anobre
    Olá pessoal, como estão? Hoje vou apresentar uma mudança interessante sobre caching, em comparação com versões anteriores. Introdução A versão 4.0 da plataforma .NET trouxe uma mudança estrutural esperada para os recursos de Cache. Nas versão 3.5 (até SP1), a plataforma fornecia uma implementação do Cache através do namespace System.Web.Caching. Nas versões anteriores o cache estava disponível no namespace System.Web, o que criada uma dependência com as classes do ASP.NET. Neste novo framework, o namespace System.Runtime.Caching reúne toda a API necessária para criar todas as tarefas comuns ao ASP.NET Caching de versões anteriores. System.Runtime.Caching e MemoryCache Tudo que precisamos para trabalhar com cache, em aplicações Web ou não, está reunido no namespace System.Runtime.Caching. A unidade básica de trabalho é a classe abstrata ObjectCache, que fornece a base para criar implementações customizadas de cache. E como é de se esperar, a classe MemoryCache é a implementação da classe abstrata ObjectCache para armazenamento das informações em memória. public class MemoryCache : ObjectCache, IEnumerable, IDisposable A utilização do cache é muito simples, bem parecida com o modelo anterior: ObjectCache cache = MemoryCache.Default; string fileContents = cache["filecontents"] as string; if (fileContents == null) { CacheItemPolicy policy = new CacheItemPolicy(); List<string> filePaths = new List<string>(); filePaths.Add("c:\\cache\\example.txt"); policy.ChangeMonitors.Add(new HostFileChangeMonitor(filePaths)); // Fetch the file contents. fileContents = File.ReadAllText("c:\\cache\\example.txt"); cache.Set("filecontents", fileContents, policy); } Label1.Text = fileContents; Extendendo o Cache É possível customizar todo mecanismo de cache através de várias abordagens. ScottGu escreveu sobre isto, que você pode acessar através deste link. Conclusão Algo muito esperado em versões anteriores, finalmente o cache está disponível sem criar relacionamento com assemblies exclusivamente Web. Perfeito para quem desenvolve outros tipos de aplicação, usufruindo deste recurso sem carregar código desnecessário. Abraços!

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  • Integration Patterns with Azure Service Bus Relay, Part 1: Exposing the on-premise service

    - by Elton Stoneman
    We're in the process of delivering an enabling project to expose on-premise WCF services securely to Internet consumers. The Azure Service Bus Relay is doing the clever stuff, we register our on-premise service with Azure, consumers call into our .servicebus.windows.net namespace, and their requests are relayed and serviced on-premise. In theory it's all wonderfully simple; by using the relay we get lots of protocol options, free HTTPS and load balancing, and by integrating to ACS we get plenty of security options. Part of our delivery is a suite of sample consumers for the service - .NET, jQuery, PHP - and this set of posts will cover setting up the service and the consumers. Part 1: Exposing the on-premise service In theory, this is ultra-straightforward. In practice, and on a dev laptop it is - but in a corporate network with firewalls and proxies, it isn't, so we'll walkthrough some of the pitfalls. Note that I'm using the "old" Azure portal which will soon be out of date, but the new shiny portal should have the same steps available and be easier to use. We start with a simple WCF service which takes a string as input, reverses the string and returns it. The Part 1 version of the code is on GitHub here: on GitHub here: IPASBR Part 1. Configuring Azure Service Bus Start by logging into the Azure portal and registering a Service Bus namespace which will be our endpoint in the cloud. Give it a globally unique name, set it up somewhere near you (if you’re in Europe, remember Europe (North) is Ireland, and Europe (West) is the Netherlands), and  enable ACS integration by ticking "Access Control" as a service: Authenticating and authorizing to ACS When we try to register our on-premise service as a listener for the Service Bus endpoint, we need to supply credentials, which means only trusted service providers can act as listeners. We can use the default "owner" credentials, but that has admin permissions so a dedicated service account is better (Neil Mackenzie has a good post On Not Using owner with the Azure AppFabric Service Bus with lots of permission details). Click on "Access Control Service" for the namespace, navigate to Service Identities and add a new one. Give the new account a sensible name and description: Let ACS generate a symmetric key for you (this will be the shared secret we use in the on-premise service to authenticate as a listener), but be sure to set the expiration date to something usable. The portal defaults to expiring new identities after 1 year - but when your year is up *your identity will expire without warning* and everything will stop working. In production, you'll need governance to manage identity expiration and a process to make sure you renew identities and roll new keys regularly. The new service identity needs to be authorized to listen on the service bus endpoint. This is done through claim mapping in ACS - we'll set up a rule that says if the nameidentifier in the input claims has the value serviceProvider, in the output we'll have an action claim with the value Listen. In the ACS portal you'll see that there is already a Relying Party Application set up for ServiceBus, which has a Default rule group. Edit the rule group and click Add to add this new rule: The values to use are: Issuer: Access Control Service Input claim type: http://schemas.xmlsoap.org/ws/2005/05/identity/claims/nameidentifier Input claim value: serviceProvider Output claim type: net.windows.servicebus.action Output claim value: Listen When your service namespace and identity are set up, open the Part 1 solution and put your own namespace, service identity name and secret key into the file AzureConnectionDetails.xml in Solution Items, e.g: <azure namespace="sixeyed-ipasbr">    <!-- ACS credentials for the listening service (Part1):-->   <service identityName="serviceProvider"            symmetricKey="nuR2tHhlrTCqf4YwjT2RA2BZ/+xa23euaRJNLh1a/V4="/>  </azure> Build the solution, and the T4 template will generate the Web.config for the service project with your Azure details in the transportClientEndpointBehavior:           <behavior name="SharedSecret">             <transportClientEndpointBehavior credentialType="SharedSecret">               <clientCredentials>                 <sharedSecret issuerName="serviceProvider"                               issuerSecret="nuR2tHhlrTCqf4YwjT2RA2BZ/+xa23euaRJNLh1a/V4="/>               </clientCredentials>             </transportClientEndpointBehavior>           </behavior> , and your service namespace in the Azure endpoint:         <!-- Azure Service Bus endpoints -->          <endpoint address="sb://sixeyed-ipasbr.servicebus.windows.net/net"                   binding="netTcpRelayBinding"                   contract="Sixeyed.Ipasbr.Services.IFormatService"                   behaviorConfiguration="SharedSecret">         </endpoint> The sample project is hosted in IIS, but it won't register with Azure until the service is activated. Typically you'd install AppFabric 1.1 for Widnows Server and set the service to auto-start in IIS, but for dev just navigate to the local REST URL, which will activate the service and register it with Azure. Testing the service locally As well as an Azure endpoint, the service has a WebHttpBinding for local REST access:         <!-- local REST endpoint for internal use -->         <endpoint address="rest"                   binding="webHttpBinding"                   behaviorConfiguration="RESTBehavior"                   contract="Sixeyed.Ipasbr.Services.IFormatService" /> Build the service, then navigate to: http://localhost/Sixeyed.Ipasbr.Services/FormatService.svc/rest/reverse?string=abc123 - and you should see the reversed string response: If your network allows it, you'll get the expected response as before, but in the background your service will also be listening in the cloud. Good stuff! Who needs network security? Onto the next post for consuming the service with the netTcpRelayBinding.  Setting up network access to Azure But, if you get an error, it's because your network is secured and it's doing something to stop the relay working. The Service Bus relay bindings try to use direct TCP connections to Azure, so if ports 9350-9354 are available *outbound*, then the relay will run through them. If not, the binding steps down to standard HTTP, and issues a CONNECT across port 443 or 80 to set up a tunnel for the relay. If your network security guys are doing their job, the first option will be blocked by the firewall, and the second option will be blocked by the proxy, so you'll get this error: System.ServiceModel.CommunicationException: Unable to reach sixeyed-ipasbr.servicebus.windows.net via TCP (9351, 9352) or HTTP (80, 443) - and that will probably be the start of lots of discussions. Network guys don't really like giving servers special permissions for the web proxy, and they really don't like opening ports, so they'll need to be convinced about this. The resolution in our case was to put up a dedicated box in a DMZ, tinker with the firewall and the proxy until we got a relay connection working, then run some traffic which the the network guys monitored to do a security assessment afterwards. Along the way we hit a few more issues, diagnosed mainly with Fiddler and Wireshark: System.Net.ProtocolViolationException: Chunked encoding upload is not supported on the HTTP/1.0 protocol - this means the TCP ports are not available, so Azure tries to relay messaging traffic across HTTP. The service can access the endpoint, but the proxy is downgrading traffic to HTTP 1.0, which does not support tunneling, so Azure can’t make its connection. We were using the Squid proxy, version 2.6. The Squid project is incrementally adding HTTP 1.1 support, but there's no definitive list of what's supported in what version (here are some hints). System.ServiceModel.Security.SecurityNegotiationException: The X.509 certificate CN=servicebus.windows.net chain building failed. The certificate that was used has a trust chain that cannot be verified. Replace the certificate or change the certificateValidationMode. The evocation function was unable to check revocation because the revocation server was offline. - by this point we'd given up on the HTTP proxy and opened the TCP ports. We got this error when the relay binding does it's authentication hop to ACS. The messaging traffic is TCP, but the control traffic still goes over HTTP, and as part of the ACS authentication the process checks with a revocation server to see if Microsoft’s ACS cert is still valid, so the proxy still needs some clearance. The service account (the IIS app pool identity) needs access to: www.public-trust.com mscrl.microsoft.com We still got this error periodically with different accounts running the app pool. We fixed that by ensuring the machine-wide proxy settings are set up, so every account uses the correct proxy: netsh winhttp set proxy proxy-server="http://proxy.x.y.z" - and you might need to run this to clear out your credential cache: certutil -urlcache * delete If your network guys end up grudgingly opening ports, they can restrict connections to the IP address range for your chosen Azure datacentre, which might make them happier - see Windows Azure Datacenter IP Ranges. After all that you've hopefully got an on-premise service listening in the cloud, which you can consume from pretty much any technology.

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  • shotwell 0.12 shared library error

    - by blade19899
    i installed shotwell 0.12 like so via its official ppa sudo add-apt-repository ppa:yorba/ppa sudo apt-get update sudo apt-get install shotwell and when i tried to run it via dash it didn't start. i then typed in the gnome-terminal "shotwell" I then got this error error while loading shared libraries: libgexiv2.so.0: cannot open shared object file: No such file or directory my question is how to get shotwell 0.12 up and running in ubuntu 11.10 amd64

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  • SQL SERVER – Difference Between CURRENT_TIMESTAMP and GETDATE() – CURRENT_TIMESTAMP Equivalent in SQL Server

    - by pinaldave
    A common question – I often get from Oracle/MySQL Professionals: “What is the Equivalent to CURRENT_TIMESTAMP in SQL Server?” Here is a common question I often get from SQL Server Professionals: “What are differences between Difference Between CURRENT_TIMESTAMP and GETDATE ()?” Very simple question but have showed up so frequently that I feel like to write about it. Well in SQL Server GETDATE() is Equivalent to CURRENT_TIMESTAMP. However, if you use CURRENT_TIMESTAMP in your select statement it will work fine. You can see in the above example – both of them returns the same value. Now let us go to next question regarding difference between GETDATE and CURRENT_TIMESTAMP. Well, the matter of the fact, there is no difference between them in SQL Server (Reference Link). CURRENT_TIMESTAMP is an ANSI SQL function, whereas GETDATE is T-SQL implementation of the same function. Both of them derive value from the operating system of the computer on which SQL Server instance is running. Above discussion prompts another question – in this case, what should one use GETDATE or CURRENT_TIMESTAMP? Well, this is indeed tricky and interesting question. I think I am very comfortable using the GETDATE () so I will go to use it but a matter of the fact there is no right or wrong answer. If you want to follow ancient saying “When in Rome, do as the Romans do”, I suggest using the GETDATE (), or continue using CURRENT_TIMESTAMP. With that said, there is one very important property we all need to keep in mind. If you use CURRENT_TIMESTAMP while creating an object, they are automatically converted to GETDATE() and stored internally. To illustrate what I am suggesting here is the example - Create a table using the following script CREATE TABLE [dbo].[TestTable]( [Cold2] [datetime] NULL ) ON [PRIMARY] GO ALTER TABLE [dbo].[TestTable] ADD DEFAULT (CURRENT_TIMESTAMP) FOR [Cold2] GO Now go to SSMS and generate the script for the table and you will notice following syntax. CREATE TABLE [dbo].[TestTable]( [Cold2] [datetime] NULL ) ON [PRIMARY] GO ALTER TABLE [dbo].[TestTable] ADD DEFAULT (GETDATE()) FOR [Cold2] GO You can notice that SQL Server have automatically converted CURRENT_TIMESTAMP to GETDATE(). I guess this gives us an idea how they behave. Now go ahead and make your choice! Do let me know which one will you use CURRENT_TIMESTAMP or GETDATE () in the comments area. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL DateTime, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Zend Framwork scaffolding capabilities

    - by rockstarz
    Are there any open source projects any of you would recommend to follow or contribute toward, including those already documented among the zf contributors, to add zend framework scaffolding of crud functionality for rapid development as found in many competitors frameworks (Yii, Symfony, Rails, Django, etc.)? As a user of zf on a daily basis on enterprise implementations, I know this is a topic of interest and I feel professional developers like you would find here would have something to contribute toward my question and finding a library that is underway that can be contributed to.

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  • 301 redirect from "/index.html" to root if index.html not exist

    - by Andrij Muzychka
    Can I create 301 redirect from "index.html" to root directory if file "index.html" not exist? For example: link "http://example.com/index.html" show "404 Error" page. I need 301 redirect to root directory: "http://example.com/" in .htaccess I add rule: Options +FollowSymLinks RewriteCond %{THE_REQUEST} ^.*/index.html RewriteRule ^(.*)index.html$ http://example.com/$1 [R=301,L] but it doesn't work. Can you help me solve this problem?

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  • Converting projects to use Automatic NuGet restore

    - by terje
    Originally posted on: http://geekswithblogs.net/terje/archive/2014/06/11/converting-projects-to-use-automatic-nuget-restore.aspxDownload tool In version 2.7 of NuGet automatic nuget restore was introduced, meaning you no longer need to distort your msbuild project files with nuget target information.   Visual Studio and TFS 2013 build have this enabled by default.  However, if your project was created before this was introduced, and/or if you have used the “Enable NuGet Package Restore” afterwards, you now have a series of unwanted things in your projects, and a series of project files that have been modified – and – you no longer neither want nor need this !  You might also get into some unwanted issues due to these modifications.  This is a MSBuild modification that was needed only before NuGet 2.7 ! So: DON’T USE THIS FUNCTION !!! There is an issue https://nuget.codeplex.com/workitem/4019 on this on the NuGet project site to get this function removed, renamed or at least moved farther away from the top level (please help vote it up!).  The response seems to be that it WILL BE removed, around version 3.0. This function does nothing you need after the introduction of NuGet 2.7.  What is also unfortunate is the naming of it – it implies that it is needed, it is not, and what is worse, there is no corresponding function to remove what it does ! So to fix this use the tool named IFix, that will fix this issue for you   - all free of course, and the code is open source.  Also report issues there:  https://github.com/OsirisTerje/IFix    IFix information DOWNLOAD HERE This command line tool installs using an MSI, and add itself to the system path.  If you work in a team, you will probably need to use the  tool multiple times.  Anyone in the team may at any time use the “Enable NuGet Package Restore” function and mess up your project again.  The IFix program can be run either in a  check modus, where it does not write anything back – it only checks if you have any issues, or in a Fix mode, where it will also perform the necessary fixes for you. The IFix program is used like this: IFix <command> [-c/--check] [-f/--fix]  [-v/--verbose] The command in this case is “nugetrestore”.  It will do a check from the location where it is being called, and run through all subfolders from that location. So  “IFix nugetrestore  --check” , will do the check ,  and “IFix nugetrestore  --fix”  will perform the changes, for all files and folders below the current working directory. (Note that --check  can be replaced with only –c, and --fix with –f, and so on. ) BEWARE: When you run the fix option, all solutions to be affected must be closed in Visual Studio ! So, if you just want to DO it, then: IFix nugetrestore --check to see if you have issues then IFix nugetrestore  --fix to fix them. How does it work IFix nugetrestore  checks and optionally fixes four issues that the older enabling of nuget restore did.  The issues are related to the MSBuild projess, and are: Deleting the nuget.targets file. Deleting the nuget.exe that is located under the .nuget folder Removing all references to nuget.targets in the solution file Removing all properties and target imports of nuget.targets inside the csproj files. IFix fixes these issues in the same sequence. The first step, removing the nuget.targets file is the most critical one, and all instances of the nuget.targets file within the scope of a solution has to be removed, and in addition it has to be done with the solution closed in Visual Studio.  If Visual Studio finds a nuget.targets file, the csproj files will be automatically messed up again. This means the removal process above might need to be done multiple times, specially when you’re working with a team, and that solution context menu still has the “Enable NuGet Package Restore” function.  Someone on the team might inadvertently do this at any time. It can be a good idea to add this check to a checkin policy – if you run TFS standard version control, but that will have no effect if you use TFS Git version control of course. So, better be prepared to run the IFix check from time to time. Or, even better, install IFix on your build servers, and add a call to IFix nugetrestore --check in the TFS Build script.    How does it look As a first example I have run the IFix program from the top of a set of git repositories, so it spans multiple repositories with multiple solutions. The result from the check option is as follows: We see the four red lines, there is one for each of the four checks we talked about in the previous section. The fact that they are red, means we have that particular issue. The first section (above the first red text line) is the nuget targets section.  Notice  No.1, it says it has found no paths to copy.  What IFix does here is to check if there are any defined paths to other nuget galleries.  If there are, then those are copied over to the nuget.config file, where is where it should be in version 2.7 and above.   No.2 says it has found the particular nuget.targets file,  No.3  states it HAS found some other nuget galleries defines in the targets file, which then it would like to copy to the config.file. No.4 is the section for nuget.exe files, and list those it has found, and which it would like to delete. No 5 states it has found a reference to nuget.targets in the solution file.  This reference comes from the fact that the .nuget folder is a solution folder, and the items within are described in the solution file. It then checks the csproj files, and as can be seen from the last red line, it ha found issues in 96 out of 198 csproj files.  There are two possible issues in a csproj files.  No.6 is the first one, and the most common and most important one, an “Import project” section.  This is the section that calls the nuget.targets files.  No.7 is another issue, which seems to sometimes be there, sometimes not, it is a RestorePackages property, which also should go away. Now, if we run the IFix nugetrestore –fix command, and then the check again after that, the result is: All green !

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  • My Body Summary template for Orchard

    - by Bertrand Le Roy
    By default, when Orchard displays a content item such as a blog post in a list, it uses a very basic summary template that removes all markup and then extracts the first 200 characters. Removing the markup has the unfortunate effect of removing all styles and images, in particular the image I like to add to the beginning of my posts. Fortunately, overriding templates in Orchard is a piece of cake. Here is the Common.Body.Summary.cshtml file that I drop into the Views/Parts folder of pretty much all Orchard themes I build: @{ Orchard.ContentManagement.ContentItem contentItem = Model.ContentPart.ContentItem; var bodyHtml = Model.Html.ToString(); var more = bodyHtml.IndexOf("<!--more-->"); if (more != -1) { bodyHtml = bodyHtml.Substring(0, more); } else { var firstP = bodyHtml.IndexOf("<p>"); var firstSlashP = bodyHtml.IndexOf("</p>"); if (firstP >=0 && firstSlashP > firstP) { bodyHtml = bodyHtml.Substring(firstP, firstSlashP + 4 - firstP); } } var body = new HtmlString(bodyHtml); } <p>@body</p> <p>@Html.ItemDisplayLink(T("Read more...").ToString(), contentItem)</p> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This template does not remove any tags, but instead looks for an HTML comment delimiting the end of the post’s intro: <!--more--> This is the same convention that is being used in WordPress, and it’s easy to add from the source view in TinyMCE or Live Writer. If such a comment is not found, the template will extract the first paragraph (delimited by <p> and </p> tags) as the summary. And if it finds neither, it will use the whole post. The template also adds a localizable link to the full post.

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  • Install Everpad on Ubuntu 13.10

    - by Muhammad Ahmad Zafar
    I just installed a fresh copy of Ubuntu 13.10 and wanted to install Everpad but there is some issue as the PPA for it is missing it. These were the commands which I execute (took help from http://www.webupd8.org/2012/09/everpad-integrates-evernote-with-ubuntu.html and everywhere its the same): sudo add-apt-repository ppa:nvbn-rm/ppa sudo apt-get update sudo apt-get install everpad The following which what I get when the last command is executed: Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package everpad Please help

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  • how to reinstall/repair ubuntu 12.04 after dual boot installation fails with windows 7

    - by Rini
    I have installed Ubuntu 12.04 on my preinstalled windows 7 Sony vaio s series laptop following instructions here: http://www.linuxbsdos.com/2012/05/17/how-to-dual-boot-ubuntu-12-04-and-windows-7/ Everything went well and I am able to boot in to windows after complete installation of Ubuntu. Now following instructions on web I tried to add Ubuntu to my BIOS using Easy BCD (but forget to add windows 7 entry). As a result, I loose windows 7 OS and can't boot in to either OS then I successfully repaired windows 7 using recovery CD. Now my problem is that I can't reinstall Ubuntu 12.04 using Live CD it halts every time before disk partition step giving error. "ubi-partman crashed". "ubi-partman failed with exit code 141. further information may be found in /var/log/syslog. Do you want to try running this step again before continuing? If you do not, your installation may fail entirely or may be broken." and, any choice to continue will result in the same error. I looked in to /var/log/syslog but not able to understand what is error. Then, I ran sudo fdisk -l to view my partitions and it shows me only one partition. Probably, all the partitions I created for Ubuntu 12.04 are lost while running windows 7 recovery CD. So, I don't know whether the Ubuntu is still there or probably corrupted. My boot-info URL is: http://paste.ubuntu.com/1202146/ Please tell me how to remove this error so that I can reinstall/repair Ubuntu 12.04 Thanks in advance. R Shukla My boot-info URL is: http://paste.ubuntu.com/1202146/ Please tell me how to remove this error so that I can reinstall/repair Ubuntu 12.04 Thanks for your help! I tried to boot from the CD but I every time it give me error before disk partitioning step. Also, I am unable to start Gparted. "ubi-partman crashed". "ubi-partman failed with exit code 141. further information may be found in /var/log/syslog. Do you want to try running this step again before continuing? If you do not, your installation may fail entirely or may be broken." and, any choice to continue will result in the same error. I looked in to /var/log/syslog but not able to understand what is error. Then, I ran sudo fdisk -l to view my partitions and it shows me only ne partition. Probaply, all the partitions I created for Ubuntu 12.04 are lost while running windows 7 recovery CD. Please tell me how to remove this error. Best Regards, R S

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  • Installing device drivers as part of VS2008 setup application (3 replies)

    A colleague in another department has produced device drivers for some USB devices that I need to communicate with in my VS2008 .Net application, and I'm looking to simplify the installation experience for our users. Currently I just put the driver files onto the CD in a folder, and the Windows Add Hardware Wizard will usually take them through the process. What I would like to do though, is to in...

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  • I am receiving a message saying I have duplicate sources but I can't seem to find a duplicate of the line described, any ideas?

    - by David Griffiths
    I receive this meassage when I run sudo apt-get update in the terminal:- Duplicate sources.list entry http://archive.canonical.com/ubuntu/ precise/partner i386 Packages (/var/lib/apt/lists/archive.canonical.com_ubuntu_dists_precise_partner_binary-i386_Packages) So i ran the command gksu gedit /etc/apt/sources.list and checked the source to find there was no duplicate, not that I can see anyway. Here is the source:- # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release i386 (20120423)]/ precise main restricted deb-src http://archive.ubuntu.com/ubuntu precise main restricted #Added by software-properties # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://gb.archive.ubuntu.com/ubuntu/ precise main restricted deb-src http://gb.archive.ubuntu.com/ubuntu/ precise restricted main multiverse universe #Added by software-properties ## Major bug fix updates produced after the final release of the ## distribution. deb http://gb.archive.ubuntu.com/ubuntu/ precise-updates main restricted deb-src http://gb.archive.ubuntu.com/ubuntu/ precise-updates restricted main multiverse universe #Added by software-properties ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://gb.archive.ubuntu.com/ubuntu/ precise universe deb http://gb.archive.ubuntu.com/ubuntu/ precise-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://gb.archive.ubuntu.com/ubuntu/ precise multiverse deb http://gb.archive.ubuntu.com/ubuntu/ precise-updates multiverse ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://gb.archive.ubuntu.com/ubuntu/ precise-backports main restricted universe multiverse deb-src http://gb.archive.ubuntu.com/ubuntu/ precise-backports main restricted universe multiverse #Added by software-properties deb http://security.ubuntu.com/ubuntu precise-security main restricted deb-src http://security.ubuntu.com/ubuntu precise-security restricted main multiverse universe #Added by software-properties deb http://security.ubuntu.com/ubuntu precise-security universe deb http://security.ubuntu.com/ubuntu precise-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. deb http://archive.canonical.com/ubuntu precise partner # deb-src http://archive.canonical.com/ubuntu precise partner ## Uncomment the following two lines to add software from Ubuntu's ## 'extras' repository. ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # deb http://extras.ubuntu.com/ubuntu precise main # deb-src http://extras.ubuntu.com/ubuntu precise main deb http://repository.spotify.com stable non-free I can see there are two lines of deb http://archive.canonical.com/ubuntu precise partner but one has #deb-src at the beginning of it. Hashed out no? I'm quite new to linux OS and have little to none sourced editing skills so any help would be most appreciated. Thank you:)

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  • Problems with Level Architect, Citrus Engine, Flash

    - by Idan
    I am using the Citrus Engine to make a Flash game, and the Level Architect doesn't work well for me. Firstly, when I first launch it and open my project and my level, nothing is shown, no assets and not anything I have previously done with my level. To fix it, I open another project. The other project works fine, meaning I can see the assets and the level. Then I go back to the actual project I am working on, and the problem is fixed, only it does not fix the second problem: I can't add my own assests. I follow the manual and add tags like this: [Property(value="0")] But it doesn't change a thing in the level architect window (even after I close and reopen it). Any ideas? Thanks! Here's the code of the class I want to be shown in the Level Architect: package { import com.citrusengine.objects.PhysicsObject; import com.citrusengine.objects.platformer.Sensor; import flash.utils.clearTimeout; import flash.utils.setTimeout; /** * @author Aymeric */ public class Teleporter extends Sensor { [Property(value="0")] public var endX:Number=0; [Property(value="0")] public var endY:Number=0; public var object:PhysicsObject; [Property(value="0")] public var time:Number = 0; public var needToTeleport:Boolean = false; protected var _teleporting:Boolean = false; private var _teleportTimeoutID:uint; public function Teleporter(name:String, params:Object = null) { super(name, params); } override public function destroy():void { clearTimeout(_teleportTimeoutID); super.destroy(); } override public function update(timeDelta:Number):void { super.update(timeDelta); if (needToTeleport) { _teleporting = true; _teleportTimeoutID = setTimeout(_teleport, time); needToTeleport = false; } _updateAnimation(); } protected function _teleport():void { _teleporting = false; object.x = endX; object.y = endY; clearTimeout(_teleportTimeoutID); } protected function _updateAnimation():void { if (_teleporting) { _animation = "teleport"; } else { _animation = "normal"; } } } }

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; 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 //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> 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 float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Is Debug.Assert obsolete if you write unit tests?

    - by Justin Pihony
    Just like the question asks, is there a need to add Debug.Assert into your code if you are writing unit tests (which has its own assertions)? I could see that this might make the code more obvious without having to go into the tests, however it just seems that you might end up with duplicated asserts. It seems to me that Debug.Assert was helpful before unit-testing became more prevalent, but is now unnecessary. Or, am I not thinking of some use case?

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  • Use of Business Parameters in BPM12c

    - by Abhishek Mittal-Oracle
    With the release of BPM12c, a new feature to use Business Parameters is introduced through which we can define a business parameter which will behave as a global variable which can be used within BPM project. Business Administrator can be the one responsible to modify the business parameters value dynamically at run-time which may bring change in BPM process flow where it is used.This feature was a part of BPM10g product and was extensively used. In BPM11g, this feature is not present currently.Business Parameters can be defined in 2 ways:1. Using Jdev to define business parameters, and 2. Using BPM workspace to define business parameters.It is important to note that business parameters need to be mapped with a valid organisation unit defined in a BPM project. If the same is not handled, exceptions like 'BPM-70702' will be thrown by BPM Engine. This is because business parameters work along with organisation defined in a BPM project.At the same time, we can use same business parameter across different organisation units with different values. Business Parameters in BPM12c has this capability to handle multiple values with different organisation units defined in a single BPM project. This enables business to re-use same business parameters defined in a BPM project across different organisations.Business parameters can be defined using the below data types:1. int2. string 3. boolean4. double While defining an business parameter, it is mandatory to provide a default value. Below are the steps to define a business parameter in Jdev: Step 1:  Open 'Organization' and click on 'Business Parameters' tab.Step 2:  Click on '+' button.Step 3: Add business parameter name, type and provide default value(mandatory).Step 4: Click on 'OK' button.Step 5: Business parameter is defined. Below are the steps to define a business parameter in BPM workspace: Step 1: Login to BPM workspace using admin-username and password.Step 2: Click on 'Administration' on the right top side of workspace.Step 3: Click on 'Business Parameters' in the left navigation panel under 'Organization'. Step 4:  Click on '+' button.Step 5: Add business parameter name, type and provide default value(mandatory).Step 6: Click on 'OK' button.Step 7: Business parameter is defined. Note: As told earlier in the blog, it is necessary to define and map a valid organization ID with predefined variable 'organizationalUnit' under data associations in an BPM process before the business parameter is used. I have created one sample PoC demonstrating the use of Business Parameters in BPM12c and it can be found here.

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  • How to connect nokia lumis 520 to ubuntu 12.04

    - by pavankumar
    i have done following steps sudo add-apt-repository ppa:langdalepl/gvfs-mtp sudo apt-get update and updated some upgrades from update manager after doing above steps i am able to see lumia phone name in file system.But when i try to mount device i am getting following errors Unable to mount RM-914|Nokia Lumia 520 Unable to open MTP device '[usb:001,010]' is there any way to solve these problem?

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  • SSMS Tools Pack now supports Denali CTP1

    - by AaronBertrand
    Earlier today, Mladen Prajdic ( blog | twitter ) released an updated version of his SSMS Tools Pack (v.1.9.4), a free add-in for Management Studio that provides a ton of helpful functionality that isn't available with the native tools. I'm really glad this happened, because I've installed Denali on all of my VMs and have been using it for most of my work, and I've been missing some of the little things the tool adds. In addition to adding Denali support, Mladen also fixed a handful of minor bugs...(read more)

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  • A talk about observer pattern

    - by Martin
    As part of a university course I'm taking, I have to hold a 10 minute talk about the observer pattern. So far these are my points: What is it? (defenition) Polling is an alternative Polling VS Observer When Observer is better When Polling is better (taken from here) A statement that Mediator pattern is worth checking out. (I won't have time to cover it in 10 minutes) I would be happy to hear about: Any suggestions to add something? Another alternative (if exists)

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  • finite state machine used in mario like platform game

    - by juakob
    I dont understand how to use a finite state machine with the entity controlled by the player. For example i have a mario(2d platform) i can jump,run,walk,take damage,swim,etc so my first thought was to use this actions as states. But what happen when you are running when you take damage? or jumping taking damage and shooting at the same time? I just want to add functionalities(actions) to the player in a clean way(not using ifs for all the actions in the entity update)

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  • Google I/O 2012 - Best Practices for Maps API Developers

    Google I/O 2012 - Best Practices for Maps API Developers Susannah Raub, Jez Fletcher The Google Maps API makes it easy to add simple maps to your applications, but we want to take you to the next level. In this session we reveal our recommended best practices for Maps API developers, including developer tools, testing, and API features that will save you time, avoid a headache or two, and delight your users. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 400 8 ratings Time: 48:52 More in Science & Technology

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  • Xcode workspace with Unity3D as a sub-project?

    - by Di Wu
    Let's say we're developing a 2D game with Cocos2d-iPhone and UIKit and CoreAnimation. But we're also considering leveraging the 3D capabilities of Unity 3D. Is it possible that we add the Unity3D-generated Xcode project as a sub-project into the workspace and expose the 3D UI element as some kind of UIView subclass so that the native UIKit and CoreAnimation code could use them without the need to mess up with their underlying Unity3D implementation?

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  • Now Shipping! NetAdvantage for .NET 2010 Volume 3!

    The new NetAdvantage Ultimate includes all four Line of Business user interface control sets for ASP .NET, Windows Forms, WPF and Silverlight plus two advanced Data Visualization UI control sets for WPF and Silverlight. With six NetAdvantage products in one robust package, Infragistics® gives you hundreds of controls and infinite development possibilities. Unified XAML Product Strategy-Share Code, Get More Controls In the 10.3 release, Infragistics continues to deliver code parity between the XAML platforms, WPF and Silverlight. In the line of business toolsets, Infragistics introduces the new xamSchedule™, full-featured, Outlook® 2010-style schedule controls, and the new xamDataTree™, a data bound tree view that comfortably handles tens of thousands of tree nodes. Mimicking our Silverlight Drag and Drop Framework, the WPF Drag and Drop Framework CTP empowers you to add your own rich touches to your applications. Track Users' Behaviors New to all NetAdvantage Silverlight controls is the Infragistics Analytics Framework (IGAF), which empowers you to track user behavior in RIAs running on Silverlight 4. Building on the Microsoft® Silverlight Analytics Framework, with IGAF you can analyze the user's behaviors to ensure the experience you want to deliver. NetAdvantage for Windows Forms--New Office® 2010 Ribbon and Application Menu 2010 Create new experiences with Windows Forms. Now with Office 2010 styling, NetAdvantage for Windows Forms has new features such as Microsoft® Office 2010 ribbon and enhanced Infragistics.Excel to export the contents of the high performance WinGrid™ into Microsoft Excel® 2010. The new Windows Message Support enables Infragistics standalone editor controls to process numerous Windows® OS messages, allowing them to respond just like native controls to changes in the Windows environment. Create Faster Web 2.0 Experiences with NetAdvantage for ASP .NET Infragistics continues to push the envelope to deliver the fastest ASP .NET WebForms controls available on the market. Our lightning fast ASP .NET grids are now enhanced with XPS/PDF Exporting and Summary Rows. This release also includes support for jQuery Templating (as a CTP) within our WebDataGrid™ and WebDataTree™ controls allowing you to quickly cut down overall page size. Deliver Business Intelligence with Power, Flexibility and the Office 2010 Experience NetAdvantage for WPF Data Visualization and NetAdvantage for Silverlight Data Visualization help you deliver flexible, powerful and usable end user experiences in Business Intelligence applications. Both suites include the Pivot Grid that delivers the full power of online analytical processing (OLAP) to present multi-dimensional data, sliced and diced in cross-tabulated form for end users to drill down into, interact with and easily extract meaning from the data. Mapping Made Easy 10.3 marks the official release of the WPF Data Visualization xamMap™ control to map anything and everything from geographic to geo-spacial mapping data. Map layers allow you to add successive levels of detail, navigational panes for panning in all directions, color swatch panes that facilitate value scales like Choropleth shading, and scale panes allowing users to zoom-in and out. Both toolsets introduce the first of many relationship maps! With the xamOrgChart™ CTP you can map out organizational charts of up to 50K employees, competitive brackets (think World Cup) and any other relational, organizational map your application needs. http://www.infragistics.com span.fullpost {display:none;}

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  • Adding Facebook Comments using Razor in DotNetNuke

    - by Chris Hammond
    The other day I posted on how to add the new Facebook Comments to your DotNetNuke website. This worked okay for basic modules that only had one content display, but for a module like DNNSimpleArticle this didn’t work well as the URLs for each article didn’t come across as individual URLs because of the way the Facebook code is formatted. When displaying the Comments I also only wanted to show them on individual articles, not on the main article listing. There is actually a pretty easy fix though...(read more)

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