Search Results

Search found 87926 results on 3518 pages for 'deft code'.

Page 697/3518 | < Previous Page | 693 694 695 696 697 698 699 700 701 702 703 704  | Next Page >

  • Does the LGPL allow me to do this?

    - by user1229892
    I am planning to develop a commercial software using a LGPL software. In the LGPL software that I am using some functions in a class are not fully implemented. I want to modify the LGPL code so that the class and not-implemented functions are made visible outside the dll by adding dllexport infront of class and by adding virtual keyword infront of function. Then I plan to implement those functions in my proprietary software. I am ready to distribute the modified LGPL code but not proprietary software that implements functions in the way I want. Does that violate LGPL terms and conditions?

    Read the article

  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

    Read the article

  • Source of (programmer) inefficiency

    - by Daniel
    I am interested to gain a better insight about the possible reasons of personal inefficiency as programmers (and only in programming) due to – simply - our own errors (because we are humans – well, almost all of us). I am not interested in how much we are productive or in how many adjustements the customer asks for when the work is done, but where and how each of us spend that part of its time in tasks that are unproductive and there is no one to blame except ourselves. Excluding ego - feeding and / or self – gratification, what I am trying to get (for all of us) is: what are the common issues eating our time; insight on reasons for that issues; identify simple way for us, personally (not delegating actions to other or our organizations), to correct our own problems. Please, do not think in academic terms but aim at the opportunity to compare our daily experiences and understand what are and how we try to fix our personal deficiencies. If you are interested to respond to this post, please: integrate the list if you see something important (or obvious) missing; highlight or name honestly your first issue tellng the way you try to address and solve your issue acting on yourself and yourself only in a sort of "continuous quality improving" My criteria for accepting the answer is: choose the best solution (feasibility and utility) to fix one (or more) of the problems of the list. Of course, selecting an error is not a vote on our skills: maybe we are hyper professional programmers and we lose ten minutes only every year or we are terribly inefficient, losing a couple of days a week: reasons for inefficiency could be really the same - but in a different scale. A possible list: Plain error in the names (variables, functions). Inability to see the obvious in your code. Misreading. Lack of concentration. Trying to use a technology you have not mastered. Errors with data types. Time required to understand your previous code or your documentation. Trying to do something more than requested because you enjoy it Using solutions more complicated than required because you enjoy it. Plain logical errors. Errors due to your fault in communications. Distraction My first personal issue: "Trying to use a technology you do not master." I have to use daily several technologies and I often need to spend significant time correcting code because my assumptions were plainly wrong. Reasons for this: production needs put high pressure and make difficult to find the time to learn. I try to address this reading technical books - as many as I can - even if this actually consumes a lot of time.

    Read the article

  • A better way to do concurrent programming

    - by Alex.Davies
    Programming to take advantage of multicore processors is hard. If you let multiple threads access the same memory, bad things happen. To avoid this, you use the lock keyword, but if you use that in the wrong way, your code deadlocks. It's all a nightmare. Luckily, there's a better way - Actors. They're really easy to think about. They're really safe (if you follow a couple of simple rules). And high-performance, type-safe actors are now available for .NET by using this open-source library: http://code.google.com/p/n-act/ Have a look at the site for details. I'll blog with more reasons to use actors and tips and tricks to get the best parallelism from them soon.

    Read the article

  • Cooperator Framework

    - by csharp-source.net
    Cooperator Framework is a base class library for high performance Object Relational Mapping (ORM), and a code generation tool that aids agile application development for Microsoft .Net Framework 2.0/3.0. The main features are: * Use business entities. * Full typed Model (Data Layer and Entities) * Maintain persistence across the layers by passing specific types( .net 2.0/3.0 generics) * Business objects can bind to controls in Windows Forms and Web Forms taking advantage of data binding of Visual Studio 2005. * Supports any Primary Key defined on tables, with no need to modify it or to create a unique field. * Uses stored procedures for data access. * Supports concurrency. * Generates code both for stored procedures and projects in C# or Visual Basic. * Maintains the model in a repository, which can be modified in any stage of the development cycle, regenerating the model on demand.

    Read the article

  • Setting up CLASSPATH and ant in Ubuntu

    - by Dzung Nguyen
    I just started to learn Java using Thinking in Java book, and have some troubles using ant. I'm using Ubuntu 12.04, and have openjdk 7 java installed. I also setup the CLASSPATH to be the code folder When I run ant in code folder, this is the output: Exception in thread "main" java.lang.RuntimeException: JDK 1.4.1 or higher is required to run the examples in this book. [CheckVersion] at com.bruceeckel.tools.CheckVersion.main(Unknown Source) However when I run java -version, this is the output: java version "1.6.0_27" OpenJDK Runtime Environment (IcedTea6 1.12.5) (6b27-1.12.5-0ubuntu0.12.04.1) OpenJDK 64-Bit Server VM (build 20.0-b12, mixed mode) How to setup ant and classpath correctly?

    Read the article

  • Best C# database communication technique

    - by user65439
    A few days ago I read a reply to a question where people said that the days of writing queries within your c# code are long gone. I'm not sure what the specific person meant with the comment but it got me thinking. At the company I'm currently working at we maintain an assembly containing all the queries to the database (let's call it Queries), this assembly is reference by a QueryService (Retrieve the correct queries) assembly which in turn is referenced by a UnitOfWork assembly (The database connector classes, we have different connector classes for SQL, MySQL etc.). We use these three assemblies to perform operations on our database and all queries/commands are written in our C# code. Is there a better way to communicate with the database and is there a better way to communicate with different database types?

    Read the article

  • C++ Library API Design

    - by johannes
    I'm looking for a good resource for learning about good API design for C++ libraries, looking at shared objects/dlls etc. There are many resources on writing nice APIs, nice classes, templates and so on at source level, but barely anything about putting things together in shared libs and executables. Books like Large-Scale C++ Software Design by John Lakos are interesting but massively outdated. What I'm looking for is advice i.e. on handling templates. With templates in my API I often end up with library code in my executable (or other library) so if I fix a bug in there I can't simply roll out the new library but have to recompile and redistribute all clients of that code. (and yes, I know some solutions like trying to instantiate at least the most common versions inside the library etc.) I'm also looking for other caveats and things to mind for keeping binary compatibility while working on C++ libraries. Is there a good website or book on such things?

    Read the article

  • Sphere-Sphere intersection and Circle-Sphere intersection

    - by cagirici
    I have code for circle-circle intersection. But I need to expand it to 3-D. How do I calculate: Radius and center of the intersection circle of two spheres Points of the intersection of a sphere and a circle? Given two spheres (sc0,sr0) and (sc1,sr1), I need to calculate a circle of intersection whose center is ci and whose radius is ri. Moreover, given a sphere (sc0,sr0) and a circle (cc0, cr0), I need to calulate the two intersection points (pi0, pi1) I have checked this link and this link, but I could not understand the logic behind them and how to code them. I tried ProGAL library for sphere-sphere-sphere intersection, but the resulting coordinates are rounded. I need precise results.

    Read the article

  • Apache - .httaccess RewriteRule from domainA to domainB

    - by milo5b
    Problem: I have a website (mywebsite.com) that was, and partly is, indexed in google. Somebody pointed their own domain (theirsite.com) name to my server and DNS, so it resolves with my IP. Now, probably being an older domain, it outranks me in google, and the pages at my domain are starting to getting de-indexed (probably duplicate content or something). So, for example, my homepage got de-indexed, and their homepage (theirsite.com/) is indexed with my content/code/etc. The same is for other pages (theirsite.com/other/page.html is showing mysite.com/other/page.html) Quick-fix: To quickly fix it, I have added few lines to my PHP code, checking for $_SERVER['HTTP_HOST'], and if different than my domain, redirects to my domain. It does the job, but to me it looks like a dirty solution. Question: I could not find a way to have apache to do this job. I would prefer to find an apache/.htaccess solution to this problem (redirecting all traffic from domainA.com/(.*) to domainB.com/$1), is it possible in any way? Thanks

    Read the article

  • Commit Review Questions

    - by Wes McClure
    Note: in this article when I refer to a commit, I mean the commit you plan to share with the rest of the team, if you have local commits that you plan to amend/combine, I am referring to the final result. In time you will find these easier to do as you develop, however, all of these are valuable before checking in!  The pre commit review is a nice time to polish what might have been several hours of intense work, during which these things were the last things on your mind!  If you are concerned about losing your work in the process of responding to these questions, first do a check-in and amend it as you go (assuming you are using a tool such as git that supports this), rolling the result into one nice commit for everyone else.  Did you review your commit, change by change, with a diff utility? If not, this is a list of reasons why you might want to start! Did you test your changes? If the test is valuable to be automated, is it? If it’s a manual testing scenario, did you at least try the basics manually? Are the additions/changes formatted consistently with the rest of the project? Lots of automated tools can help here, don’t try to manually format the code, that’s a waste of time and as a human you will fail repeatedly. Are these consistent: tabs versus spaces, indentation, spacing, braces, line breaks, etc Resharper is a great example of a tool that can automate this for you (.net) Are naming conventions respected? Did you accidently use abbreviations, unless you have a good reason to use them? Does capitalization match the conventions in the project/language? Are files partitioned? Sometimes we add new code in existing files in a pinch, it’s a good idea to split these out if they don’t belong ie: are new classes defined in new files, if this is something your project values? Is there commented out code? If you are removing an existing feature, get rid of it, that is why we have VCS If it’s not done yet, then why are you checking it in? Perhaps a stash commit (git)? Did you leave debug or unnecessary changes? Do you understand all of the changes? http://geekswithblogs.net/wesm/archive/2012/04/11/programming-doesnrsquot-have-to-be-magic.aspx Are there spelling mistakes? Including your commit message! Is your commit message concise? Is there follow up work? Are there tasks you didn’t write down that you need to follow up with? Are readability or reorganization changes needed? This might be amended into the final commit, or it might be future work that needs added to the backlog. Are there other things your team values that you should review?

    Read the article

  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

    Read the article

  • Great event : Microsoft Visual Studio 2010 Launch @ Microsoft TechEd Blore

    - by sathya
    Great event : Microsoft Visual Studio 2010 Launch @ Microsoft TechEd Blore   I was really excited on attending the day 1 of Microsoft TechEd 2010 in Bangalore. This is the first Teched that am attending. The event was really fun filled with lot of knowledge sharing sessions and lots of goodies and gifts by the partners Initially the Event Started by Murthy's Session. He explained about the Developers relating to the 5 elements of nature (Pancha Boothaas) 1. Fire - Passion 2. Wave (Water) - Catch the right wave which we need to apply. 3. Earth - Connections and lots of opportunities around the world 4. Air -  Its whatever we breathe. Developers.. Without them nothing is possible. they are like the air 5. Sky - Cloud based applications   Next the Keynote and the announcement of Visual Studio by SomaSegar. List of things that he delivered his speech on : 1. Announcement of Visual Studio 2010 2. Announcement of .NET 4.0 3. Announcement of Silverlight later this week 4. What is the current Trend? Microsoft has done a research with many developers across the globe and have got the following feedback from the users. Get Lost (interrupted) - When we do some work and somebody is calling or interrepting by someother way we lose track of what we were doing and we need to do from the start Falling Behind- Technology gets updated  phenomenally over a period of time and developers always have a scenario like they are not in the state of the art technology and they always have a doubt whether they are staying updated. Lack of Collobaration - When a Manager asks a person what the team members have done and some might be done and some might not be and finally all are into a state like we dont know where we are. So they have addressed these 3 points in the VS 2010 by the following features : Get Lost - Some cool features which could overcome this. We have some Graphical interface. which could show what we have done and where we are. Some Zoom features in the code level. Falling Behind - Everything is based on .NET language base. 2010 has been built in such a way that if developers know the native language that's enough for building good applications. Lack of Collobaration - Some Dashboard Features which would show where exactly the project is. And a graphical user interface is shown on clicking which it directly drills down even to the code level. 5. An overview on all new features in VS 2010. 6. Some good demos of new features in VS 2010 by Polita and one more girl. Some of the new features included : 1. Team Explorer 2. Zoom in Code 3. Ribbon Development 4. Development in Single Platform for Windows Phone, XBox, Zune, Azure, Web Based and Windows based applications 5. Sequence Diagram Generation directly from code 6. Dashboards to show project status 7. Javascript and JQuery intellisense 8. Native support for JQuery 9. Packaging feature while deploying. 10. Generation of different versions of web.config like Web.Config.Production, Web.Config.Staging, etc. 11. IntelliTrace - Eliminating the "Not Reproducible" statement. 12. Automated User Interface Testing. At last in the closing of the day we had a great event called Demo Extravaganza, where lot of cool projects that were launched by Microsoft and also the projects that are under research were also shown. I got a lot of info about Bing today. BING really rocks!!! It has the following : 1. Visual Search 2. Product based search. For each product different menu filters were provided to make an advanced search 3. BING Maps was awesome!! It zoomed in to the street level and we can assume that we are the persons who are walking or running on the road and we can see the real objects like buildings moving by our side. 4. PhotoSynth was used in BING to show up all the images taken around the globe in a 3D format. 5. Formula - If we give some formula it automatically gives the value for the variable or derivation of expression Also some info about some kool touch apps which does an authentication and computation of Teched Attendee's Points that they have scored and the sessions attended. One guy won an XBOX in lucky draw as a gift. There were lot of Partner Stalls like Accenture,Intel,Citrix,MicroFocus,Telerik,infragistics,Sapient etc. Some Offers were provided for us like 50% off on Certifications, 1 free Elearning Course, etc. Stay tuned!! Wil update you on other events too..

    Read the article

  • Integration Patterns with Azure Service Bus Relay, Part 2: Anonymous full-trust .NET consumer

    - by Elton Stoneman
    This is the second in the IPASBR series, see also: Integration Patterns with Azure Service Bus Relay, Part 1: Exposing the on-premise service Part 2 is nice and easy. From Part 1 we exposed our service over the Azure Service Bus Relay using the netTcpRelayBinding and verified we could set up our network to listen for relayed messages. Assuming we want to consume that service in .NET from an environment which is fairly unrestricted for us, but quite restricted for attackers, we can use netTcpRelay and shared secret authentication. Pattern applicability This is a good fit for scenarios where: the consumer can run .NET in full trust the environment does not restrict use of external DLLs the runtime environment is secure enough to keep shared secrets the service does not need to know who is consuming it the service does not need to know who the end-user is So for example, the consumer is an ASP.NET website sitting in a cloud VM or Azure worker role, where we can keep the shared secret in web.config and we don't need to flow any identity through to the on-premise service. The service doesn't care who the consumer or end-user is - say it's a reference data service that provides a list of vehicle manufacturers. Provided you can authenticate with ACS and have access to Service Bus endpoint, you can use the service and it doesn't care who you are. In this post, we’ll consume the service from Part 1 in ASP.NET using netTcpRelay. The code for Part 2 (+ Part 1) is on GitHub here: IPASBR Part 2 Authenticating and authorizing with ACS In this scenario the consumer is a server in a controlled environment, so we can use a shared secret to authenticate with ACS, assuming that there is governance around the environment and the codebase which will prevent the identity being compromised. From the provider's side, we will create a dedicated service identity for this consumer, so we can lock down their permissions. The provider controls the identity, so the consumer's rights can be revoked. We'll add a new service identity for the namespace in ACS , just as we did for the serviceProvider identity in Part 1. I've named the identity fullTrustConsumer. We then need to add a rule to map the incoming identity claim to an outgoing authorization claim that allows the identity to send messages to Service Bus (see Part 1 for a walkthrough creating Service Idenitities): Issuer: Access Control Service Input claim type: http://schemas.xmlsoap.org/ws/2005/05/identity/claims/nameidentifier Input claim value: fullTrustConsumer Output claim type: net.windows.servicebus.action Output claim value: Send This sets up a service identity which can send messages into Service Bus, but cannot register itself as a listener, or manage the namespace. Adding a Service Reference The Part 2 sample client code is ready to go, but if you want to replicate the steps, you’re going to add a WSDL reference, add a reference to Microsoft.ServiceBus and sort out the ServiceModel config. In Part 1 we exposed metadata for our service, so we can browse to the WSDL locally at: http://localhost/Sixeyed.Ipasbr.Services/FormatService.svc?wsdl If you add a Service Reference to that in a new project you'll get a confused config section with a customBinding, and a set of unrecognized policy assertions in the namespace http://schemas.microsoft.com/netservices/2009/05/servicebus/connect. If you NuGet the ASB package (“windowsazure.servicebus”) first and add the service reference - you'll get the same messy config. Either way, the WSDL should have downloaded and you should have the proxy code generated. You can delete the customBinding entries and copy your config from the service's web.config (this is already done in the sample project in Sixeyed.Ipasbr.NetTcpClient), specifying details for the client:     <client>       <endpoint address="sb://sixeyed-ipasbr.servicebus.windows.net/net"                 behaviorConfiguration="SharedSecret"                 binding="netTcpRelayBinding"                 contract="FormatService.IFormatService" />     </client>     <behaviors>       <endpointBehaviors>         <behavior name="SharedSecret">           <transportClientEndpointBehavior credentialType="SharedSecret">             <clientCredentials>               <sharedSecret issuerName="fullTrustConsumer"                             issuerSecret="E3feJSMuyGGXksJi2g2bRY5/Bpd2ll5Eb+1FgQrXIqo="/>             </clientCredentials>           </transportClientEndpointBehavior>         </behavior>       </endpointBehaviors>     </behaviors>   The proxy is straight WCF territory, and the same client can run against Azure Service Bus through any relay binding, or directly to the local network service using any WCF binding - the contract is exactly the same. The code is simple, standard WCF stuff: using (var client = new FormatService.FormatServiceClient()) { outputString = client.ReverseString(inputString); } Running the sample First, update Solution Items\AzureConnectionDetails.xml with your service bus namespace, and your service identity credentials for the netTcpClient and the provider:   <!-- ACS credentials for the full trust consumer (Part2): -->   <netTcpClient identityName="fullTrustConsumer"                 symmetricKey="E3feJSMuyGGXksJi2g2bRY5/Bpd2ll5Eb+1FgQrXIqo="/> Then rebuild the solution and verify the unit tests work. If they’re green, your service is listening through Azure. Check out the client by navigating to http://localhost:53835/Sixeyed.Ipasbr.NetTcpClient. Enter a string and hit Go! - your string will be reversed by your on-premise service, routed through Azure: Using shared secret client credentials in this way means ACS is the identity provider for your service, and the claim which allows Send access to Service Bus is consumed by Service Bus. None of the authentication details make it through to your service, so your service is not aware who the consumer is (MSDN calls this "anonymous authentication").

    Read the article

  • OpenJDK pour MacOS : le projet a débuté, les premiers codes sont disponibles

    OpenJDK pour MacOS : le projet a débuté Les premiers codes sont disponibles Mise à jour du 13/01/2011 par Idelways Les premiers codes de la version pour MacOS X du Java Development Kit 7 (dans le cadre du projet OpenJDK) sont disponibles. Il s'agit du port d'un code initial destiné à BSD (UNIX). Ce code est téléchargeable sur le site de OpenJDK, dans le projet « MacOS X Port ». Une mailing-list et un wiki ont également été ajouté, et bientôt un gestionnaire de rapports de bugs Pour mémoire, Apple avait provoqué un vent de panique dans la communauté Java en déclarant à la mi-novembre 2010 qu'il ne comptait...

    Read the article

  • Windows Azure ASP.NET MVC 2 Role with Silverlight

    - by GeekAgilistMercenary
    I was working through some scenarios recently with Azure and Silverlight.  I immediately decided a quick walk through for setting up a Silverlight Application running in an ASP.NET MVC 2 Application would be a cool project. This walk through I have Visual Studio 2010, Silverlight 4, and the Azure SDK all installed.  If you need to download any of those go get em? now. Launch Visual Studio 2010 and start a new project.  Click on the section for cloud templates as shown below. After you name the project, the dialog for what type of Windows Azure Cloud Service Role will display.  I selected ASP.NET MVC 2 Web Role, which adds the MvcWebRole1 Project to the Cloud Service Solution. Since I selected the ASP.NET MVC 2 Project type, it immediately prompts for a unit test project.  Because I just want to get everything running first, I will probably be unit testing the Silverlight and just using the MVC Project as a host for the Silverlight for now, and because I would prefer to just add the unit test project later, I am going to select no here. Once you've created the ASP.NET MVC 2 project to host the Silverlight, then create another new project.  Select the Silverlight section under the Installed Templates in the Add New Project dialog.  Then select Silverlight Application. The next dialog that comes up will inquire about using the existing ASP.NET MVC Application I just created, which I do want it to use that so I leave it checked.  The options section however I do not want to check RIA Web Services, do not want a test page added to the project, and I want Silverlight debugging enabled so I leave that checked.  Once those options are appropriately set, just click on OK and the Silverlight Project will be added to the overall solution. The next steps now are to get the Silverlight object appropriately embedded in the web page.  First open up the Site.Master file in the ASP.NET MVC 2 Project located under the Veiws/Shared/ location.  After you open the file review the content of the <header></header> section.  In that section add another <contentplaceholder></contentplaceholder> tag as shown in the code snippet below. <head runat="server"> <title> <asp:ContentPlaceHolder ID="TitleContent" runat="server" /> </title> <link href="../../Content/Site.css" rel="stylesheet" type="text/css" /> <asp:ContentPlaceHolder ID="HeaderContent" runat="server" /> </head> I usually put it toward the bottom of the header section.  It just seems the <title></title> should be on the top of the section and I like to keep it that way. Now open up the Index.aspx page under the ASP.NET MVC 2 Project located in the Views/Home/ directory.  When you open up that file add a <asp:Content><asp:Content> tag as shown in the next snippet. <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server"> Home Page </asp:Content>   <asp:Content ID=headerContent ContentPlaceHolderID=HeaderContent runat=server>   </asp:Content>   <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2><%= Html.Encode(ViewData["Message"]) %></h2> <p> To learn more about ASP.NET MVC visit <a href="http://asp.net/mvc" title="ASP.NET MVC Website">http://asp.net/mvc</a>. </p> </asp:Content> In that center tag, I am now going to add what is needed to appropriately embed the Silverlight object into the page.  The first thing I needed is a reference to the Silverlight.js file. <script type="text/javascript" src="Silverlight.js"></script> After that comes a bit of nitty gritty Javascript.  I create another tag (and for those in the know, this is exactly like the generated code that is dumped into the *.html page generated with any Silverlight Project if you select to "add a test page that references the application".  The complete Javascript is below. function onSilverlightError(sender, args) { var appSource = ""; if (sender != null && sender != 0) { appSource = sender.getHost().Source; }   var errorType = args.ErrorType; var iErrorCode = args.ErrorCode;   if (errorType == "ImageError" || errorType == "MediaError") { return; }   var errMsg = "Unhandled Error in Silverlight Application " + appSource + "\n";   errMsg += "Code: " + iErrorCode + " \n"; errMsg += "Category: " + errorType + " \n"; errMsg += "Message: " + args.ErrorMessage + " \n";   if (errorType == "ParserError") { errMsg += "File: " + args.xamlFile + " \n"; errMsg += "Line: " + args.lineNumber + " \n"; errMsg += "Position: " + args.charPosition + " \n"; } else if (errorType == "RuntimeError") { if (args.lineNumber != 0) { errMsg += "Line: " + args.lineNumber + " \n"; errMsg += "Position: " + args.charPosition + " \n"; } errMsg += "MethodName: " + args.methodName + " \n"; }   throw new Error(errMsg); } I literally, since it seems to work fine, just use what is populated in the automatically generated page.  After getting the appropriate Javascript into place I put the actual Silverlight Object Embed code into the HTML itself.  Just so I know the positioning and for final verification when running the application I insert the embed code just below the Index.aspx page message.  As shown below. <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2> <%= Html.Encode(ViewData["Message"]) %></h2> <p> To learn more about ASP.NET MVC visit <a href="http://asp.net/mvc" title="ASP.NET MVC Website"> http://asp.net/mvc</a>. </p> <div id="silverlightControlHost"> <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> <param name="source" value="ClientBin/CloudySilverlight.xap" /> <param name="onError" value="onSilverlightError" /> <param name="background" value="white" /> <param name="minRuntimeVersion" value="4.0.50401.0" /> <param name="autoUpgrade" value="true" /> <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50401.0" style="text-decoration: none"> <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style: none" /> </a> </object> <iframe id="_sl_historyFrame" style="visibility: hidden; height: 0px; width: 0px; border: 0px"></iframe> </div> </asp:Content> I then open up the Silverlight Project MainPage.xaml.  Just to make it visibly obvious that the Silverlight Application is running in the page, I added a button as shown below. <UserControl x:Class="CloudySilverlight.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="400">   <Grid x:Name="LayoutRoot" Background="White"> <Button Content="Button" Height="23" HorizontalAlignment="Left" Margin="48,40,0,0" Name="button1" VerticalAlignment="Top" Width="75" Click="button1_Click" /> </Grid> </UserControl> Just for kicks, I added a message box that would popup, just to show executing functionality also. private void button1_Click(object sender, RoutedEventArgs e) { MessageBox.Show("It runs in the cloud!"); } I then executed the ASP.NET MVC 2 and could see the Silverlight Application in page.  With a quick click of the button, I got a message box.  Success! Now the next step is getting the ASP.NET MVC 2 Project and Silverlight published to the cloud.  As of Visual Studio 2010, Silverlight 4, and the latest Azure SDK, this is actually a ridiculously easy process. Navigate to the Azure Cloud Services web site. Once that is open go back in Visual Studio and right click on the cloud project and select publish. This will publish two files into a directory.  Copy that directory so you can easily paste it into the Azure Cloud Services web site.  You'll have to click on the application role in the cloud (I will have another blog entry soon about where, how, and best practices in the cloud). In the text boxes shown, select the application package file and the configuration file and place them in the appropriate text boxes.  This is the part were it comes in handy to have copied the directory path of the file location.  That way when you click on browser you can just paste that in, then hit enter.  The two files will be listed and you can select the appropriate file. Once that is done, name the service deployment.  Then click on publish.  After a minute or so you will see the following screen. Now click on run.  Once the MvcWebRole1 goes green (the little light symbol to the left of the status) click on the Web Site URL.  Be patient during this process too, it could take a minute or two.  The Silverlight application should again come up just like you ran it on your local machine. Once staging is up and running, click on the circular icon with two arrows to move staging to production.  Once you are done make sure the green light is again go for the production deploy, then click on the Web Site URL to verify the site is working.  At this point I had a successful development, staging, and production deployment. Thanks for reading, hope this was helpful.  I have more Windows Azure and other cloud related material coming, so stay tuned. Original Entry

    Read the article

  • Single IBAction for multiple UIButtons versus single IBAction for single UIButton

    - by Miraaj
    While using story-board there are two different approaches which my team mates follow: Approach 1: To bind unique action with each button, ie: Done button - binded to - doneButtonAction Cancel button - binded to - cancelButtonAction OR Approach 2: To bind single action to multiple buttons, ie: Done button - binded to - commonButtonAction Cancel button - binded to - commonButtonAction Then in commonButtonAction they prefer to use switch case like this: - (IBAction)commonButtonAction:(id)sender { UIButton *button = (UIButton *)sender; switch (button.tag) { case 201: // done button [self doneButtonAction:sender]; break; case 202: // cancel button [self cancelButtonAction:sender]; break; default: break; } } - (void)cancelButtonAction:(id)sender { // no interesting stuff, simple dismiss of view :-( } - (void)doneButtonAction:(id)sender { // some interesting stuff ;-) } Reasoning which they give to follow approach 2 is - in each view controller during code walk through anyone can easily identify where to find code related to button actions. While others discard this idea because they say that adding an extra switch case is unnecessary and is not a common practice. What are your views?

    Read the article

  • Help with creating symbolic link

    - by user1737794
    I'm a little bit confused with how the symbolic links work. I hope someone can guide me in the right direction. I want to put a demo online from our software, which normally only runs locally on a Mac Mini. So I put all the files in the var/www from my Ubuntu 12.04 server installation. There are a lot of hardcoded links in the software which point to "/Applications/XAMPP/xamppfiles/htdocs/narrowcasting" Of course I can change all these code on my html/php files in /var/www, but that would be quite annoying. I hope I can fix this by creating a symbolic link. For example I have a directory called thumb in /var/www/thumb. The php code is trying to put a image in /Applications/XAMPP/xamppfiles/htdocs/narrowcasting/thumb. Can anyone give me a tip how to achieve this with a symbolic link? Thanks in advance.

    Read the article

  • Non-zero exit status for clean exit

    - by trinithis
    Is it acceptable to return a non-zero exit code if the program in question ran properly? For example, say I have a simple program that (only) does the following: Program takes N arguments. It returns an exit code of min(N, 255). Note that any N is valid for the program. A more realistic program might return different codes for successfully ran programs that signify different things. Should these programs instead write this information to a stream instead, such as to stdout?

    Read the article

  • Few specific questions on how games are developed

    - by russ
    When it comes to programming games from the old school sega games like sonic to indie games or angry birds or even to more advance games like Diablo, how exactly is level design done? As in, are the levels sometimes designed straight out of code in an IDE? Or do they create a visual level design editor where things can be placed at the click of a mouse button? I'm imagining old school games or very simple ones like indies are done via code, where extremely complicated ones require a visual editor. Is this correct? Also, when it comes to libraries like SDL or XNA, how often are these used rather than just utilizing OpenGL or DirectX? What about creating your own game engine vs utilizing one already made? Do most use already built engines? This question is directed toward the whole gaming spectrum of indie/big game development. Thanks.

    Read the article

  • Theoretically bug-free programs

    - by user2443423
    I have read lot of articles which state that code can't be bug-free, and they are talking about these theorems: Halting problem Gödel's incompleteness theorem Rice's theorem Actually Rice's theorem looks like an implication of the halting problem and the halting problem is in close relationship with Gödel's incompleteness theorem. Does this imply that every program will have at least one unintended behavior? Or does it mean that it's not possible to write code to verify it? What about recursive checking? Let's assume that I have two programs. Both of them have bugs, but they don't share the same bug. What will happen if I run them concurrently? And of course most of discussions talked about Turing machines. What about linear-bounded automation (real computers)?

    Read the article

  • C#/.NET Little Wonders: The Generic Func Delegates

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Back in one of my three original “Little Wonders” Trilogy of posts, I had listed generic delegates as one of the Little Wonders of .NET.  Later, someone posted a comment saying said that they would love more detail on the generic delegates and their uses, since my original entry just scratched the surface of them. Last week, I began our look at some of the handy generic delegates built into .NET with a description of delegates in general, and the Action family of delegates.  For this week, I’ll launch into a look at the Func family of generic delegates and how they can be used to support generic, reusable algorithms and classes. Quick Delegate Recap Delegates are similar to function pointers in C++ in that they allow you to store a reference to a method.  They can store references to either static or instance methods, and can actually be used to chain several methods together in one delegate. Delegates are very type-safe and can be satisfied with any standard method, anonymous method, or a lambda expression.  They can also be null as well (refers to no method), so care should be taken to make sure that the delegate is not null before you invoke it. Delegates are defined using the keyword delegate, where the delegate’s type name is placed where you would typically place the method name: 1: // This delegate matches any method that takes string, returns nothing 2: public delegate void Log(string message); This delegate defines a delegate type named Log that can be used to store references to any method(s) that satisfies its signature (whether instance, static, lambda expression, etc.). Delegate instances then can be assigned zero (null) or more methods using the operator = which replaces the existing delegate chain, or by using the operator += which adds a method to the end of a delegate chain: 1: // creates a delegate instance named currentLogger defaulted to Console.WriteLine (static method) 2: Log currentLogger = Console.Out.WriteLine; 3:  4: // invokes the delegate, which writes to the console out 5: currentLogger("Hi Standard Out!"); 6:  7: // append a delegate to Console.Error.WriteLine to go to std error 8: currentLogger += Console.Error.WriteLine; 9:  10: // invokes the delegate chain and writes message to std out and std err 11: currentLogger("Hi Standard Out and Error!"); While delegates give us a lot of power, it can be cumbersome to re-create fairly standard delegate definitions repeatedly, for this purpose the generic delegates were introduced in various stages in .NET.  These support various method types with particular signatures. Note: a caveat with generic delegates is that while they can support multiple parameters, they do not match methods that contains ref or out parameters. If you want to a delegate to represent methods that takes ref or out parameters, you will need to create a custom delegate. We’ve got the Func… delegates Just like it’s cousin, the Action delegate family, the Func delegate family gives us a lot of power to use generic delegates to make classes and algorithms more generic.  Using them keeps us from having to define a new delegate type when need to make a class or algorithm generic. Remember that the point of the Action delegate family was to be able to perform an “action” on an item, with no return results.  Thus Action delegates can be used to represent most methods that take 0 to 16 arguments but return void.  You can assign a method The Func delegate family was introduced in .NET 3.5 with the advent of LINQ, and gives us the power to define a function that can be called on 0 to 16 arguments and returns a result.  Thus, the main difference between Action and Func, from a delegate perspective, is that Actions return nothing, but Funcs return a result. The Func family of delegates have signatures as follows: Func<TResult> – matches a method that takes no arguments, and returns value of type TResult. Func<T, TResult> – matches a method that takes an argument of type T, and returns value of type TResult. Func<T1, T2, TResult> – matches a method that takes arguments of type T1 and T2, and returns value of type TResult. Func<T1, T2, …, TResult> – and so on up to 16 arguments, and returns value of type TResult. These are handy because they quickly allow you to be able to specify that a method or class you design will perform a function to produce a result as long as the method you specify meets the signature. For example, let’s say you were designing a generic aggregator, and you wanted to allow the user to define how the values will be aggregated into the result (i.e. Sum, Min, Max, etc…).  To do this, we would ask the user of our class to pass in a method that would take the current total, the next value, and produce a new total.  A class like this could look like: 1: public sealed class Aggregator<TValue, TResult> 2: { 3: // holds method that takes previous result, combines with next value, creates new result 4: private Func<TResult, TValue, TResult> _aggregationMethod; 5:  6: // gets or sets the current result of aggregation 7: public TResult Result { get; private set; } 8:  9: // construct the aggregator given the method to use to aggregate values 10: public Aggregator(Func<TResult, TValue, TResult> aggregationMethod = null) 11: { 12: if (aggregationMethod == null) throw new ArgumentNullException("aggregationMethod"); 13:  14: _aggregationMethod = aggregationMethod; 15: } 16:  17: // method to add next value 18: public void Aggregate(TValue nextValue) 19: { 20: // performs the aggregation method function on the current result and next and sets to current result 21: Result = _aggregationMethod(Result, nextValue); 22: } 23: } Of course, LINQ already has an Aggregate extension method, but that works on a sequence of IEnumerable<T>, whereas this is designed to work more with aggregating single results over time (such as keeping track of a max response time for a service). We could then use this generic aggregator to find the sum of a series of values over time, or the max of a series of values over time (among other things): 1: // creates an aggregator that adds the next to the total to sum the values 2: var sumAggregator = new Aggregator<int, int>((total, next) => total + next); 3:  4: // creates an aggregator (using static method) that returns the max of previous result and next 5: var maxAggregator = new Aggregator<int, int>(Math.Max); So, if we were timing the response time of a web method every time it was called, we could pass that response time to both of these aggregators to get an idea of the total time spent in that web method, and the max time spent in any one call to the web method: 1: // total will be 13 and max 13 2: int responseTime = 13; 3: sumAggregator.Aggregate(responseTime); 4: maxAggregator.Aggregate(responseTime); 5:  6: // total will be 20 and max still 13 7: responseTime = 7; 8: sumAggregator.Aggregate(responseTime); 9: maxAggregator.Aggregate(responseTime); 10:  11: // total will be 40 and max now 20 12: responseTime = 20; 13: sumAggregator.Aggregate(responseTime); 14: maxAggregator.Aggregate(responseTime); The Func delegate family is useful for making generic algorithms and classes, and in particular allows the caller of the method or user of the class to specify a function to be performed in order to generate a result. What is the result of a Func delegate chain? If you remember, we said earlier that you can assign multiple methods to a delegate by using the += operator to chain them.  So how does this affect delegates such as Func that return a value, when applied to something like the code below? 1: Func<int, int, int> combo = null; 2:  3: // What if we wanted to aggregate the sum and max together? 4: combo += (total, next) => total + next; 5: combo += Math.Max; 6:  7: // what is the result? 8: var comboAggregator = new Aggregator<int, int>(combo); Well, in .NET if you chain multiple methods in a delegate, they will all get invoked, but the result of the delegate is the result of the last method invoked in the chain.  Thus, this aggregator would always result in the Math.Max() result.  The other chained method (the sum) gets executed first, but it’s result is thrown away: 1: // result is 13 2: int responseTime = 13; 3: comboAggregator.Aggregate(responseTime); 4:  5: // result is still 13 6: responseTime = 7; 7: comboAggregator.Aggregate(responseTime); 8:  9: // result is now 20 10: responseTime = 20; 11: comboAggregator.Aggregate(responseTime); So remember, you can chain multiple Func (or other delegates that return values) together, but if you do so you will only get the last executed result. Func delegates and co-variance/contra-variance in .NET 4.0 Just like the Action delegate, as of .NET 4.0, the Func delegate family is contra-variant on its arguments.  In addition, it is co-variant on its return type.  To support this, in .NET 4.0 the signatures of the Func delegates changed to: Func<out TResult> – matches a method that takes no arguments, and returns value of type TResult (or a more derived type). Func<in T, out TResult> – matches a method that takes an argument of type T (or a less derived type), and returns value of type TResult(or a more derived type). Func<in T1, in T2, out TResult> – matches a method that takes arguments of type T1 and T2 (or less derived types), and returns value of type TResult (or a more derived type). Func<in T1, in T2, …, out TResult> – and so on up to 16 arguments, and returns value of type TResult (or a more derived type). Notice the addition of the in and out keywords before each of the generic type placeholders.  As we saw last week, the in keyword is used to specify that a generic type can be contra-variant -- it can match the given type or a type that is less derived.  However, the out keyword, is used to specify that a generic type can be co-variant -- it can match the given type or a type that is more derived. On contra-variance, if you are saying you need an function that will accept a string, you can just as easily give it an function that accepts an object.  In other words, if you say “give me an function that will process dogs”, I could pass you a method that will process any animal, because all dogs are animals.  On the co-variance side, if you are saying you need a function that returns an object, you can just as easily pass it a function that returns a string because any string returned from the given method can be accepted by a delegate expecting an object result, since string is more derived.  Once again, in other words, if you say “give me a method that creates an animal”, I can pass you a method that will create a dog, because all dogs are animals. It really all makes sense, you can pass a more specific thing to a less specific parameter, and you can return a more specific thing as a less specific result.  In other words, pay attention to the direction the item travels (parameters go in, results come out).  Keeping that in mind, you can always pass more specific things in and return more specific things out. For example, in the code below, we have a method that takes a Func<object> to generate an object, but we can pass it a Func<string> because the return type of object can obviously accept a return value of string as well: 1: // since Func<object> is co-variant, this will access Func<string>, etc... 2: public static string Sequence(int count, Func<object> generator) 3: { 4: var builder = new StringBuilder(); 5:  6: for (int i=0; i<count; i++) 7: { 8: object value = generator(); 9: builder.Append(value); 10: } 11:  12: return builder.ToString(); 13: } Even though the method above takes a Func<object>, we can pass a Func<string> because the TResult type placeholder is co-variant and accepts types that are more derived as well: 1: // delegate that's typed to return string. 2: Func<string> stringGenerator = () => DateTime.Now.ToString(); 3:  4: // This will work in .NET 4.0, but not in previous versions 5: Sequence(100, stringGenerator); Previous versions of .NET implemented some forms of co-variance and contra-variance before, but .NET 4.0 goes one step further and allows you to pass or assign an Func<A, BResult> to a Func<Y, ZResult> as long as A is less derived (or same) as Y, and BResult is more derived (or same) as ZResult. Sidebar: The Func and the Predicate A method that takes one argument and returns a bool is generally thought of as a predicate.  Predicates are used to examine an item and determine whether that item satisfies a particular condition.  Predicates are typically unary, but you may also have binary and other predicates as well. Predicates are often used to filter results, such as in the LINQ Where() extension method: 1: var numbers = new[] { 1, 2, 4, 13, 8, 10, 27 }; 2:  3: // call Where() using a predicate which determines if the number is even 4: var evens = numbers.Where(num => num % 2 == 0); As of .NET 3.5, predicates are typically represented as Func<T, bool> where T is the type of the item to examine.  Previous to .NET 3.5, there was a Predicate<T> type that tended to be used (which we’ll discuss next week) and is still supported, but most developers recommend using Func<T, bool> now, as it prevents confusion with overloads that accept unary predicates and binary predicates, etc.: 1: // this seems more confusing as an overload set, because of Predicate vs Func 2: public static SomeMethod(Predicate<int> unaryPredicate) { } 3: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } 4:  5: // this seems more consistent as an overload set, since just uses Func 6: public static SomeMethod(Func<int, bool> unaryPredicate) { } 7: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } Also, even though Predicate<T> and Func<T, bool> match the same signatures, they are separate types!  Thus you cannot assign a Predicate<T> instance to a Func<T, bool> instance and vice versa: 1: // the same method, lambda expression, etc can be assigned to both 2: Predicate<int> isEven = i => (i % 2) == 0; 3: Func<int, bool> alsoIsEven = i => (i % 2) == 0; 4:  5: // but the delegate instances cannot be directly assigned, strongly typed! 6: // ERROR: cannot convert type... 7: isEven = alsoIsEven; 8:  9: // however, you can assign by wrapping in a new instance: 10: isEven = new Predicate<int>(alsoIsEven); 11: alsoIsEven = new Func<int, bool>(isEven); So, the general advice that seems to come from most developers is that Predicate<T> is still supported, but we should use Func<T, bool> for consistency in .NET 3.5 and above. Sidebar: Func as a Generator for Unit Testing One area of difficulty in unit testing can be unit testing code that is based on time of day.  We’d still want to unit test our code to make sure the logic is accurate, but we don’t want the results of our unit tests to be dependent on the time they are run. One way (of many) around this is to create an internal generator that will produce the “current” time of day.  This would default to returning result from DateTime.Now (or some other method), but we could inject specific times for our unit testing.  Generators are typically methods that return (generate) a value for use in a class/method. For example, say we are creating a CacheItem<T> class that represents an item in the cache, and we want to make sure the item shows as expired if the age is more than 30 seconds.  Such a class could look like: 1: // responsible for maintaining an item of type T in the cache 2: public sealed class CacheItem<T> 3: { 4: // helper method that returns the current time 5: private static Func<DateTime> _timeGenerator = () => DateTime.Now; 6:  7: // allows internal access to the time generator 8: internal static Func<DateTime> TimeGenerator 9: { 10: get { return _timeGenerator; } 11: set { _timeGenerator = value; } 12: } 13:  14: // time the item was cached 15: public DateTime CachedTime { get; private set; } 16:  17: // the item cached 18: public T Value { get; private set; } 19:  20: // item is expired if older than 30 seconds 21: public bool IsExpired 22: { 23: get { return _timeGenerator() - CachedTime > TimeSpan.FromSeconds(30.0); } 24: } 25:  26: // creates the new cached item, setting cached time to "current" time 27: public CacheItem(T value) 28: { 29: Value = value; 30: CachedTime = _timeGenerator(); 31: } 32: } Then, we can use this construct to unit test our CacheItem<T> without any time dependencies: 1: var baseTime = DateTime.Now; 2:  3: // start with current time stored above (so doesn't drift) 4: CacheItem<int>.TimeGenerator = () => baseTime; 5:  6: var target = new CacheItem<int>(13); 7:  8: // now add 15 seconds, should still be non-expired 9: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(15); 10:  11: Assert.IsFalse(target.IsExpired); 12:  13: // now add 31 seconds, should now be expired 14: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(31); 15:  16: Assert.IsTrue(target.IsExpired); Now we can unit test for 1 second before, 1 second after, 1 millisecond before, 1 day after, etc.  Func delegates can be a handy tool for this type of value generation to support more testable code.  Summary Generic delegates give us a lot of power to make truly generic algorithms and classes.  The Func family of delegates is a great way to be able to specify functions to calculate a result based on 0-16 arguments.  Stay tuned in the weeks that follow for other generic delegates in the .NET Framework!   Tweet Technorati Tags: .NET, C#, CSharp, Little Wonders, Generics, Func, Delegates

    Read the article

  • Simple heart container script for 2D game (Unity)?

    - by N1ghtshade3
    I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for performance) and the rest are too complicated for me to understand and add to my code. The other solutions involve using a single texture and just hiding part of it when damage is taken. In my game, however, the player should be able to go over three hearts (for example, every 100 points). Sebastian Lague's Zelda-Style Health is what I'm looking for, but even though it's a tutorial there is way too much going on that I don't need or can't customize to fit in mine. What I have so far is a script called HealthScript.cs which contains a variable lives. I have another script, PlayerPhysics.cs which calls HealthScript and subtracts a life when an enemy is hit. The part I don't get is actually drawing the hearts. I think I understand what needs to happen, I just am not experienced enough with Unity to know how. The Start function should draw three (or whatever lives is set to) hearts in the top right corner. Since the game should be resolution-independent to accommodate the various sizes of Android devices, I'd rather use scaling rather than PixelInset. When the player hits an enemy as detected by PlayerPhysics.cs, it should subtract from lives. I think that I have this working using this.GetComponent<HealthScript>().lives -= 1 but I'm not sure if it actually works. This should trigger a redraw of the hearts so that there are now two hearts. The same principle would apply for adding hearts when a score is reached, except when lives > maxHeartsPerRow, the new hearts should be drawn below the old ones. I realise I don't have much code to show but believe me; I've tried for quite some time to figure this out and have little to show for it. Any help at all would be welcome; it seems like it shouldn't take that much code to put an image on the screen for each life there is, but I haven't found anything yet. Thanks!

    Read the article

  • Part 1: What are EBS Customizations?

    - by volker.eckardt(at)oracle.com
    Everything what is not shipped as Oracle standard may be called customization. And very often we differentiate between setup and customization, although setup can also be required when working with customizations.This highlights one of the first challenges, because someone needs to track setup brought over with customizations and this needs to be synchronized with the (standard) setup done manually. This is not only a tracking issue, but also a documentation issue. I will cover this in one of the following blogs in more detail.But back to the topic itself. Mainly our code pieces (java, pl/sql, sql, shell scripts), custom objects (tables, views, packages etc.) and application objects (concurrent programs, lookups, forms, reports, OAF pages etc.) are treated as customizations. In general we define two types: customization by extension and customization by modification. For sure we like to minimize standard code modifications, but sometimes it is just not possible to provide a certain functionality without doing it.Keep in mind that the EBS provides a number of alternatives for modifications, just to mention some:Files in file system    add your custom top before the standard top to the pathBI Publisher Report    add a custom layout and disable the standard layout, automatically yours will be taken.Form /OAF Change    use personalization or substitutionUsing such techniques you are on the safe site regarding standard patches, but for sure a retest is always required!Many customizations are growing over the time, initially it was just one file, but in between we have 5, 10 or 15 files in our customization pack. The more files you have, the more important is the installation order.Last but not least also personalization's are treated as customizations, although you may not use any deployment pack to transfer such personalisation's (but you can). For OAF personalization's you can use iSetup, I have also enabled iSetup to allow Forms personalizations to transport.Interfaces and conversion objects are quite often also categorized as customizations and I promote this decision. Your development standards are related to all these kinds of custom code whether we are exchanging data with users (via form or report) or with other systems (via inbound or outbound interface).To cover all these types of customizations two acronyms have been defined: RICE and CEMLI.RICE = Reports, Interfaces, Conversions, and ExtensionsCEMLI = Customization, Extension, Modification, Localization, IntegrationThe word CEMLI has been introduced by Oracle On Demand and is used within Oracle projects quite often, but also RICE is well known as acronym.It doesn't matter which acronym you are using, the main task here is to classify and categorize your customizations to allow everyone to understand when you talk about RICE- 211, CEMLI XXFI_BAST or XXOM_RPT_030.Side note: Such references are not automatically objects prefixes, but they are often used as such. I plan also to address this point in one other blog.Thank you!Volker

    Read the article

  • Displaying google analytics data on my website

    - by anon-user0
    I sale adspace for my websites directly to the advertisers. I ad page where I want to show google anaylytics information that update automatically without me having to manually update everyday or every month. Something like this: http://wstats.net/en/website/riverplate.com#stat_trafic I don't want to use embedded or iframed third party services. I know google has public API and you can connect it to google graph API to to show pretty graphs. There is a tutorial by google here on how to do it: https://developers.google.com/analytics/resources/articles/gdataAnalyticsCharts Few problems: I don't know much javascript The javascript seems to prompt for authntication as opposed to login automatically. (from my understanding by reading comments on the code) Does anyone know of any ready made script that does what I am looking for or know how I can fix this code that will allow me to display analytic info without authenticating? Thanks.

    Read the article

< Previous Page | 693 694 695 696 697 698 699 700 701 702 703 704  | Next Page >