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  • How to use Nhibernate Validator + NHib component + ddl

    - by mynkow
    I just configured my NHibValidator. My NHibernate creates the DB schema. When I set MaxLenght="20" to some property of a class then in the database the length appears in the database column. I am doing this in the NHibValidator xml file. But the problem is that I have components and cannot figure out how to achieve this behaviour. The component is configured correctly in the Customer.hbm.xml file. EDIT: Well, I found that Hibernate Validator users had the same problem two years ago. http://opensource.atlassian.com/projects/hibernate/browse/HV-25 Is this an issue for NHibernate Validator or it is fixed. If it is working tell me how please. ----------------------------------------------------- public class Customer { public virtual string Name{get;set;} public virtual Contact Contacts{ get; } } ----------------------------------------------------- public class Contact { public virtual string Address{get;set;} } ----------------------------------------------------- <?xml version="1.0" encoding="utf-8" ?> <nhv-mapping xmlns="urn:nhibernate-validator-1.0" namespace="MyNamespace" assembly="MyAssembly"> <class name="Customer"> <property name="Name"> <length max="20"/> </property> <property name="Contacts"> <notNull/> <valid/> </property> </class> </nhv-mapping> ----------------------------------------------------- <?xml version="1.0" encoding="utf-8" ?> <nhv-mapping xmlns="urn:nhibernate-validator-1.0" namespace="MyNamespace" assembly="MyAssembly"> <class name="Contact"> <property name="Address"> <length max="50"/> <valid/> </property> </class> </nhv-mapping> -----------------------------------------------------

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  • JSF 2 - clearing component attributes on page load?

    - by jamiebarrow
    Hi, The real question: Is there a way to clear certain attributes for all components on an initial page load? Background info: In my application, I have a JSF 2.0 frontend layer that speaks to a service layer (the service layer is made up of Spring beans that get injected to the managed beans). The service layer does its own validation, and I do the same validation in the frontend layer using my own validator classes to try and avoid code duplication somehow. These validator classes aren't JSF validators, they're just POJOs. I'm only doing validation on an action, so in the action method, I perform validation, and only if it's valid do I call through to the service layer. When I do my validation, I set the styleClass and title on the UIComponents using reflection (so if the UIComponent has the setStyleClass(:String) or setTitle(:String) methods, then I use them). This works nicely, and on a validation error I see a nicely styled text box with a popup containing the error message if I hover over it. However, since the component is bound to a Session Scoped Managed Bean, it seems that these attributes stick. So if I navigate away and come back to the same page, the styleClass and title are still in the error state. Is there a way to clear the styleClass and title attributes on each initial page load? Thanks, James P.S. I'm using the action method to validate because of some issues I had before with JSF 1.2 and it's validation methods, but can't remember why... so that's why I'm using the action method to validate.

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • XNA - Saving Game Data without TypeWriter?

    - by Zabby
    In the past, I've had some trouble with reading and writing content for XNA. I think I'm firmly set on this tutorial which sets up a four project structure (Game, Content, Library, Pipeline Extension) for the solution that other websites suggest, too. The options it offers for content reading seem great. But problem! This tutorial (and all others I've found) have stated that the Content Pipeline Extension Project is not distributed with the game, which is fine in itself, but this is combined with the fact that any content writing objects are placed in this non-distributable library. The ability to actually write content of an already existing type (save game files, namely) is pretty critical to the project I'm trying to make. I've already learned the hard way you simply can't place the Content Pipeline reference in another project besides the extension for easier access to the intermediate deserializer. Is there another object I can access for writing save game data? Am I actually, despite the warnings of this tutorial, able to use the TypeWriter outside of the Content Pipeline Extension Project? Or is there a third option I am missing here?

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  • Webhosting with custom database choice [closed]

    - by churchill614
    Possible Duplicate: How to find web hosting that meets my requirements? I am trying to find somewhere to host a website which uses OrientDB as its database. My budget doesn't stretch to a dedicated server where I can configure everything as I need it. Rather, I am hoping to find somewhere, ideally UK based, that will allow me to install/install for me OrientDB on their server, that is of the normal shared server variety. Is anybody able to point me in a good direction for this please (whilst UK is preferable it is not essential)?

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  • Precompile assets for a rails engine

    - by Peter Ehrlich
    In a standard app, I have this line in my production.rb, which creates endpoints for non-default precompiled assets: config.assets.precompile += %w( mobile.css ) My rails engine is a standard Sinatra app. It has its own assets. When on development, these assets are served fine, presumably the web requests are handled by rails and sprockets. On production I'm getting 404s on the assets, and think I have to manually tell sprockets to provide the files. How can this be done without tightly linking? It isin't evident how to set up env-specific initializers for engines. Is this done? Not only, for example, is config/development.rb within the engine not loaded, but there's no way to get the application class itself without knowing its name, in order to modify configuration. And even if there was, it seems that having any engine able to reconfigure the main app would be very bad idea. So maybe its better to let assets handling be done by sinatra itself? Or another instance of sprockets for the engine? How do other engines handle this?

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  • Merge Join component sorted outputs [SSIS]

    - by jamiet
    One question that I have been asked a few times of late in regard to performance tuning SSIS data flows is this: Why isn’t the Merge Join output sorted (i.e.IsSorted=True)? This is a fair question. After all both of the Merge Join inputs are sorted, hence why wouldn’t the output be sorted as well? Well here’s a little secret, the Merge Join output IS sorted! There’s a caveat though – it is only under certain circumstances and SSIS itself doesn’t do a good job of informing you of it. Let’s take a look at an example. Here we have a dataflow that consumes data from the [AdventureWorks2008].[Sales].[SalesOrderHeader] & [AdventureWorks2008].[Sales].[SalesOrderDetail] tables then joins them using a Merge Join component: Let’s take a look inside the editor of the Merge Join: We are joining on the [SalesOrderId] field (which is what the two inputs just happen to be sorted upon). We are also putting [SalesOrderHeader].[SalesOrderId] into the output. Believe it or not the output from this Merge Join component is sorted (i.e. has IsSorted=True) but unfortunately the Merge Join component does not have an Advanced Editor hence it is hidden away from us. There are a couple of ways to prove to you that is the case; I could open up the package XML inside the .dtsx file and show you the metadata but there is an easier way than that – I can attach a Sort component to the output. Take a look: Notice that the Sort component is attempting to sort on the [SalesOrderId] column. This gives us the following warning: Validation warning. DFT Get raw data: {992B7C9A-35AD-47B9-A0B0-637F7DDF93EB}: The data is already sorted as specified so the transform can be removed. The warning proves that the output from the Merge Join is sorted! It must be noted that the Merge Join output will only have IsSorted=True if at least one of the join columns is included in the output. So there you go, the Merge Join component can indeed produce a sorted output and that’s very useful in order to avoid unnecessary expensive Sort operations downstream. Hope this is useful to someone out there! @Jamiet  P.S. Thank you to Bob Bojanic on the SSIS product team who pointed this out to me!

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  • Merge Join component sorted outputs [SSIS]

    - by jamiet
    One question that I have been asked a few times of late in regard to performance tuning SSIS data flows is this: Why isn’t the Merge Join output sorted (i.e.IsSorted=True)? This is a fair question. After all both of the Merge Join inputs are sorted, hence why wouldn’t the output be sorted as well? Well here’s a little secret, the Merge Join output IS sorted! There’s a caveat though – it is only under certain circumstances and SSIS itself doesn’t do a good job of informing you of it. Let’s take a look at an example. Here we have a dataflow that consumes data from the [AdventureWorks2008].[Sales].[SalesOrderHeader] & [AdventureWorks2008].[Sales].[SalesOrderDetail] tables then joins them using a Merge Join component: Let’s take a look inside the editor of the Merge Join: We are joining on the [SalesOrderId] field (which is what the two inputs just happen to be sorted upon). We are also putting [SalesOrderHeader].[SalesOrderId] into the output. Believe it or not the output from this Merge Join component is sorted (i.e. has IsSorted=True) but unfortunately the Merge Join component does not have an Advanced Editor hence it is hidden away from us. There are a couple of ways to prove to you that is the case; I could open up the package XML inside the .dtsx file and show you the metadata but there is an easier way than that – I can attach a Sort component to the output. Take a look: Notice that the Sort component is attempting to sort on the [SalesOrderId] column. This gives us the following warning: Validation warning. DFT Get raw data: {992B7C9A-35AD-47B9-A0B0-637F7DDF93EB}: The data is already sorted as specified so the transform can be removed. The warning proves that the output from the Merge Join is sorted! It must be noted that the Merge Join output will only have IsSorted=True if at least one of the join columns is included in the output. So there you go, the Merge Join component can indeed produce a sorted output and that’s very useful in order to avoid unnecessary expensive Sort operations downstream. Hope this is useful to someone out there! @Jamiet  P.S. Thank you to Bob Bojanic on the SSIS product team who pointed this out to me!

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • hardy alternate cd customization and ubuntu-keyring-udeb

    - by gokul
    I have been trying to customize Ubuntu 8.04 (hardy heron) alternate install cd. I have followed the community documentation at https://help.ubuntu.com/community/InstallCDCustomization#Generating_a_new_ubuntu-keyring_.deb_to_sign_your_CD to rebuild the ubuntu-keyring packages. But when the media boots I get a warning: anna[7581]: WARNING **: bad md5sum. Though I have not been able to confirm that the message is for the ubunu-keyring-udeb package, the nearest debconf Adding [package] message is for ubuntu-keyring-udeb. This is followed by: INPUT critical retriever/cdrom/error. This message is already from syslog. I don't think dpkg.log will help in this case. I have tried modifying the md5sum file within the source package manually and signing it with my own public key, before building it. But that has not helped either. How do get the installer to work in this scenario? Alternatively, can I customize the contents of Ubuntu8.04 without signing anything?

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  • INETA NorAm Component Code Challenge

    - by Chris Williams
    Want to win a trip to TechEd 2011? INETA NorAm is hosting a contest with our partners to see who can build an .NET application making effective use of reusable components to solve a problem. The Rules: Any .NET Application (WinForms, ASP.NET, WPF, Silverlight, Windows Phone 7, etc.) built in the last year (since 1/1/2010) using at least 1 component from at least 1 approved vendor. Then make a 3 - 5 minute Camtasia video showing your entry and describing what component(s) you used and why your application is cool. Our judges will review the submissions and the best two will win a scholarship to Tech·Ed 2011, May 16-19 in Atlanta GA including airfare, hotel, and conference pass. The Judging: Entries will be judged on four criteria: Effective use of a component to solve a problem/display data Innovative use of components Impact using components (i.e. reduction in lines of code written, increased productivity, etc.) Most creative use of a component. Timeline: Hurry! The submission deadline is March 15, 2011 at Midnight Eastern Standard Time. More information can be found on the INETA Component Code Challenge page: http://ineta.org/CodeChallenge/Default.aspx

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  • ORM and component-based architecture

    - by EagleBeek
    I have joined an ongoing project, where the team calls their architecture "component-based". The lowest level is one big database. The data access (via ORM) and business layers are combined into various components, which are separated according to business logic. E.g., there's a component for handling bank accounts, one for generating invoices, etc. The higher levels of service contracts and presentation are irrelevant for the question, so I'll omit them here. From my point of view the separation of the data access layer into various components seems counterproductive, because it denies us the relational mapping capabilities of the ORM. E.g., when I want to query all invoices for one customer I have to identify the customer with the "customers" component and then make another call to the "invoices" component to get the invoices for this customer. My impression is that it would be better to leave the data access in one component and separate it from business logic, which may well be cut into various components. Does anybody have some advice? Have I overlooked something?

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  • Ultimate SFTP Component 2.0 Build 513 Released

    ComponentSoft is pround to announce that a new version of the SFTP component is released. It can be downloaded at: http://www.componentsoft.net/component/download/?name=UltimateSftpFor more details about the product, please visit: http://www.componentsoft.net/component/sftp.net/About Ultimate SFTP:The Ultimate SSH Secure File Transfer (SFTP) .NET Component offers a comprehensive interface for SFTP, enabling you to quickly and easily incorporate SSH Secure File Transfers in your applications,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Best practice for marking a bug as resolved in Bugzilla ?

    - by Vincent B.
    I am wondering what is the best way to handle the situation of marking a bug as resolved and providing a version of component/product in which this fix can be found. Context For a project I am working on, we are using Bugzilla for issue tracking, and we have the following: A product "A" with a version number like vA.B.C.D, This product "A" have the following components: Component "C1" with a version number like vA.B.C.D, Component "C2" with a version number like vA.B.C.D, Component "C3" with a version number like vA.B.C.D. Internally we keep track of which component versions have been used to generate the product A version vA.B.C.D. Example: Product "A" version v1.0.0.0 has been produced from component "C1" v1.0.0.3, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. And Product "A" version v1.0.1.0 has been produced from component "C1" v1.0.0.4, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. Each component is a SVN repository. The person in charge of generating the product "A" have only access to the different components tags folder in SVN, and not the trunk of each component repository. Problem Now the problem is the following, when a bug is found in the product "A", and that the bug is related to Component "C1", the version of product "A" is chosen (e.g. v1.0.0.0), and this version allow the developer to know which version of component "C1" has the bug (here it will be v1.0.0.3). A bug report is created. Now let's say that the developer responsible for component "C1" corrects the bug, then when the bug seems to be fixed and after some test and validation, the developer generates a new tag for component "C1", with the version v1.0.0.4. At this time, the developer of component "C1" needs to update the bug report, but what is the best to do: Mark the bug as resolved/fixed and add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component" ? Keep the bug as assigned, add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component, update this bug status to resolved for the next version of the product that will be generated with the newest version (v1.0.0.4 of C1)" ? Another possible way to deal with this problem. Right now the problem is that when a product component CX is fixed, it is not sure in which future version of the product A it will be included, so it is for me not possible to say in which version of the product it will be solved, but it is possible to say in which version of the Component CX it has been solved. So when do we need to mark a bug as solved, when the product A version include the fixed version of CX, or only when CX component has been fixed ? Thanks for your personal feedback and ideas about this !

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  • Best practice while marking a bug as resolved with Bugzilla (versioning of product and components)

    - by Vincent B.
    I am wondering what is the best way to handle the situation of marking a bug as resolved and providing a version of component/product in which this fix can be found. Context For a project I am working on, we are using Bugzilla for issue tracking, and we have the following: A product "A" with a version number like vA.B.C.D, This product "A" have the following components: Component "C1" with a version number like vA.B.C.D, Component "C2" with a version number like vA.B.C.D, Component "C3" with a version number like vA.B.C.D. Internally we keep track of which component versions have been used to generate the product A version vA.B.C.D. Example: Product "A" version v1.0.0.0 has been produced from component "C1" v1.0.0.3, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. And Product "A" version v1.0.1.0 has been produced from component "C1" v1.0.0.4, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. Each component is a SVN repository. The person in charge of generating the product "A" have only access to the different components tags folder in SVN, and not the trunk of each component repository. Problem Now the problem is the following, when a bug is found in the product "A", and that the bug is related to Component "C1", the version of product "A" is chosen (e.g. v1.0.0.0), and this version allow the developer to know which version of component "C1" has the bug (here it will be v1.0.0.3). A bug report is created. Now let's say that the developer responsible for component "C1" corrects the bug, then when the bug seems to be fixed and after some test and validation, the developer generates a new tag for component "C1", with the version v1.0.0.4. At this time, the developer of component "C1" needs to update the bug report, but what is the best to do: Mark the bug as resolved/fixed and add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component" ? Keep the bug as assigned, add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component, update this bug status to resolved for the next version of the product that will be generated with the newest version (v1.0.0.4 of C1)" ? Another possible way to deal with this problem. Right now the problem is that when a product component CX is fixed, it is not sure in which future version of the product A it will be included, so it is for me not possible to say in which version of the product it will be solved, but it is possible to say in which version of the Component CX it has been solved. So when do we need to mark a bug as solved, when the product A version include the fixed version of CX, or only when CX component has been fixed ? Thanks for your personal feedback and ideas about this !

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  • Ninject.Web, OnePerRequestModule, and IIS7 Integrated Pipeline

    - by Ted
    Using Ninject.Web with ASP.NET WebForms project. Works without issues using classic pipeline, but when it's under integrated pipeline, a null reference exception occurs on every request (which I've narrowed down to the use of the OnePerRequestModule): [NullReferenceException: Object reference not set to an instance of an object.] System.Web.PipelineStepManager.ResumeSteps(Exception error) +1216 System.Web.HttpApplication.BeginProcessRequestNotification(HttpContext context, AsyncCallback cb) +113 System.Web.HttpRuntime.ProcessRequestNotificationPrivate(IIS7WorkerRequest wr, HttpContext context) +616 The above always occurs unless I remove the OnePerRequestModule initializization. occurs consistently on a very basic test app I put together. On a standard app where I actually want to implement it, I can solve the issue by initializing the OnePerRequestModule like so: protected override IKernel CreateKernel() { // This will always blow up. //var module = new OnePerRequestModule(); //module.Init(this); IKernel kernel = new StandardKernel(new MyModule()); // This works on larger app, but on basic app, it makes no difference under integrated pipeline as the above exception is always thrown. var module = new OnePerRequestModule(); module.Init(this); return kernel; } Before I start spelunking further, is anybody out there using Ninject.Web extension successfully under the integrated pipeline in IIS7 AND using the OnePerRequestModule? There are certain restrictions for modules under the integrated pipeline that weren't there in previous IIS versions/classic pipeline. Quickly thrown together sample project at http://www.filedropper.com/test_59 And in case it's not obvious with Ninject.Web: it's an ASP.NET WebForms project.

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  • Quick way to create JSF custom component

    - by michael lucas
    I know of two ways of creating custom JSF components: 1. Native JSF way: creating JSF component class, tag, etc. 2. Facelets way: defining component in a xhtml file and then creating appropriate decrption in facelets taglib. Currently I work on a project in which introducing facelets is unfortunately out of the question. On the other hand, creating custom components the standard JSF way seems like a pain in the ass. Is there maybe a third party library that allows creating custom components in the way similar to facelets but doesn't entail the need of using non-standard renderer?

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  • IIS7 Integrated Pipeline - Response.End not ending the request.

    - by MikeGurtzweiler
    I have the following bit of code that worked as expected before we upgraded to Integrated Pipeline in IIS7. public void RedirectPermanently(string url, bool clearCookies) { Response.ClearContent(); Response.StatusCode = 301; Response.AppendHeader("Location", url); if(clearCookies) { Response.Cookies.Clear(); Response.Flush(); Response.End(); } } Previously when this method was executed, if clearCookies was true, the response would be sent to the client and request processing would end. Now under Integrated Pipeline Response.End() does not seem to end processing. The page continues running as if the method was never called. Big question is, why and what changed! Thanks.

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  • Executing Custom Actions immediately in WIX

    - by jbloomer
    Is there any way to execute a custom action in WIX as soon as the first dialog (welcome) appears? The requirement is to check prerequisites, and some of those require a custom action. The custom action could be executed as we click to the next dialog, but then the standard WIX prereqs are determined apart from our custom prereq. (The custom action we need is to check that IIS 6 Metabase Compatibility is turned on and a registry search does not work on x64 machines with a 32-bit installer)

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  • .NET (C#) passing messages from a custom control to main application

    - by zer0c00l
    A custom windows form control named 'tweet' is in a dll. The custom control has couple of basic controls to display a tweet. I add this custom control to my main application. This custom control has a button named "retweet", when some user clicks this "retweet" button, i need to send some message to the main application. Unfortunately the this tweet control has no idea about this main application (both or in their own namespaces) How can i send messages from this custom control to the main application?

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • Yahoo Pipeline to Architect Bloggers at Collaborate 2010

    - by Bob Rhubart
    The following is the output of a Yahoo Pipe I created to track the blog activity of members of the OTN Architect community who are attending (or, thanks to a volcano, were suppose to attend) Collaborate 2010 in Las Vegas. {"pipe_id":"8d6a61f14e6a596f07f4f94aa3419462","_btype":"list"}   del.icio.us Tags: oracle,otn,bloggers,architects,collaborate 2010,yahoo pipes Technorati Tags: oracle,otn,bloggers,architects,collaborate 2010,yahoo pipes

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