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  • Live HTML Preview

    - by netbeanstips
    When you need to edit an HTML document in NetBeans you may find useful this little plugin that adds a Preview tab to HTML editor window. The plugin works with some small issues in NetBeans 7.4 but I recommend using development builds instead. So install the plugin, restart NetBeans and open any HTML document. Notice there's a Preview button in editor's toolbar (see the red rectangle in the picture below). Now split the editor window by dragging the split button at top right corner. You can also use menu View - Split - Vertically.  Then in the bottom split part toggle Preview button. You will get a live preview of your HTML source code. The preview pane will auto-refresh as you edit the HTML code. There are even some handy tools in Preview toolbar, for example you can resize the preview browser to match the screen dimensions of various device types. I know there is full-blown HTML5 support in NetBeans 7.4. But if you need to edit a single document or when you're running Java-only NetBeans distribution this plugin may come handy... Note: The plugin is built on top of embedded WebKit browser which is based on JavaFX WebView component. So there might be some issue when using the plugin on some flavors of Linux.

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  • client side validation in ascx files (user controls) for asp.net mvc

    - by Sefer KILIÇ
    hi, I have a logOn forn in ascx files and I render it as partial. How I can add a clinet side validation to this form, have any idea ? My below code does not work <%= Html.ValidationSummary(true, "Giris basarisiz oldu. Lütfen hatalari düzeltip tekrar deneyin.") %> <% Html.EnableClientValidation(); %> <% using (Html.BeginForm("LogOnProcess", "Account")) { %> <div> <fieldset> <legend>Hesap Bilgileri</legend> <div class="editor-label"> <%= Html.LabelFor(m => m.UserName) %> </div> <div class="editor-field"> <%= Html.TextBoxFor(m => m.UserName) %> <%= Html.ValidationMessageFor(m => m.UserName) %> </div> <div class="editor-label"> <%= Html.LabelFor(m => m.Password) %> </div> <div class="editor-field"> <%= Html.PasswordFor(m => m.Password) %> <%= Html.ValidationMessageFor(m => m.Password) %> </div> <div class="editor-label"> <%= Html.CheckBoxFor(m => m.RememberMe) %> <%= Html.LabelFor(m => m.RememberMe) %> </div> <p> <input type="submit" value="Giris" /> </p> </fieldset> </div> <% } %>

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  • jQuery multiple running totals

    - by Benjamin Randal
    0I am using jQuery to calculate a running total on multiple textboxes. Just found an awesome response on how to get that working a few days ago, but now I am running into another problem. When using one selector, the total for GetTotal is calculated perfectly. However, when I include the second selector, the totals begin to conflict with one another, and no longer calculate properly. I have been searching for a solution to this for some time now, does anyone have any ideas? Here is the selector i am currently using: function GetTotal(txtBox) { var total = 0; $('input:text').each(function(index, value) { total += parseInt($(value).val() || 0); }); $("#chkTotal").html(total); } My view uses these txt boxes <div class="editor-field"> @Html.TextBox("Field1", String.Empty, new {InputType = "text", id = "field1", onchange = "GetTotal(this)" }) </div> <div class="editor-field"> @Html.TextBox("Field2", String.Empty, new {InputType = "text", id = "field2", onchange = "GetTotal(this)" }) </div> <div> <h3>Total Checked</h3> </div> <div id="chkTotal"></div> Now I am trying to implement another selector which will total two additional editor fields... function GetTotal1(txtBox) { var total1 = 0; $('input:text').each(function (index, value) { total1 += parseInt($(value).val() || 0); }); $("#disTotal").html(total1); } View: <div class="editor-field"> @Html.TextBox("Field3", String.Empty, new {InputType = "text", id = "field3", onchange = "GetTotal1(this)" }) </div> <div class="editor-field"> @Html.TextBox("Field4", String.Empty, new {InputType = "text", id = "field4", onchange = "GetTotal1(this)" }) </div> <div> <h3>Total Distributed</h3> </div> <div id="disTotal"></div>

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  • Ancillary Objects: Separate Debug ELF Files For Solaris

    - by Ali Bahrami
    We introduced a new object ELF object type in Solaris 11 Update 1 called the Ancillary Object. This posting describes them, using material originally written during their development, the PSARC arc case, and the Solaris Linker and Libraries Manual. ELF objects contain allocable sections, which are mapped into memory at runtime, and non-allocable sections, which are present in the file for use by debuggers and observability tools, but which are not mapped or used at runtime. Typically, all of these sections exist within a single object file. Ancillary objects allow them to instead go into a separate file. There are different reasons given for wanting such a feature. One can debate whether the added complexity is worth the benefit, and in most cases it is not. However, one important case stands out — customers with very large 32-bit objects who are not ready or able to make the transition to 64-bits. We have customers who build extremely large 32-bit objects. Historically, the debug sections in these objects have used the stabs format, which is limited, but relatively compact. In recent years, the industry has transitioned to the powerful but verbose DWARF standard. In some cases, the size of these debug sections is large enough to push the total object file size past the fundamental 4GB limit for 32-bit ELF object files. The best, and ultimately only, solution to overly large objects is to transition to 64-bits. However, consider environments where: Hundreds of users may be executing the code on large shared systems. (32-bits use less memory and bus bandwidth, and on sparc runs just as fast as 64-bit code otherwise). Complex finely tuned code, where the original authors may no longer be available. Critical production code, that was expensive to qualify and bring online, and which is otherwise serving its intended purpose without issue. Users in these risk adverse and/or high scale categories have good reasons to push 32-bits objects to the limit before moving on. Ancillary objects offer these users a longer runway. Design The design of ancillary objects is intended to be simple, both to help human understanding when examining elfdump output, and to lower the bar for debuggers such as dbx to support them. The primary and ancillary objects have the same set of section headers, with the same names, in the same order (i.e. each section has the same index in both files). A single added section of type SHT_SUNW_ANCILLARY is added to both objects, containing information that allows a debugger to identify and validate both files relative to each other. Given one of these files, the ancillary section allows you to identify the other. Allocable sections go in the primary object, and non-allocable ones go into the ancillary object. A small set of non-allocable objects, notably the symbol table, are copied into both objects. As noted above, most sections are only written to one of the two objects, but both objects have the same section header array. The section header in the file that does not contain the section data is tagged with the SHF_SUNW_ABSENT section header flag to indicate its placeholder status. Compiler writers and others who produce objects can set the SUNW_SHF_PRIMARY section header flag to mark non-allocable sections that should go to the primary object rather than the ancillary. If you don't request an ancillary object, the Solaris ELF format is unchanged. Users who don't use ancillary objects do not pay for the feature. This is important, because they exist to serve a small subset of our users, and must not complicate the common case. If you do request an ancillary object, the runtime behavior of the primary object will be the same as that of a normal object. There is no added runtime cost. The primary and ancillary object together represent a logical single object. This is facilitated by the use of a single set of section headers. One can easily imagine a tool that can merge a primary and ancillary object into a single file, or the reverse. (Note that although this is an interesting intellectual exercise, we don't actually supply such a tool because there's little practical benefit above and beyond using ld to create the files). Among the benefits of this approach are: There is no need for per-file symbol tables to reflect the contents of each file. The same symbol table that would be produced for a standard object can be used. The section contents are identical in either case — there is no need to alter data to accommodate multiple files. It is very easy for a debugger to adapt to these new files, and the processing involved can be encapsulated in input/output routines. Most of the existing debugger implementation applies without modification. The limit of a 4GB 32-bit output object is now raised to 4GB of code, and 4GB of debug data. There is also the future possibility (not currently supported) to support multiple ancillary objects, each of which could contain up to 4GB of additional debug data. It must be noted however that the 32-bit DWARF debug format is itself inherently 32-bit limited, as it uses 32-bit offsets between debug sections, so the ability to employ multiple ancillary object files may not turn out to be useful. Using Ancillary Objects (From the Solaris Linker and Libraries Guide) By default, objects contain both allocable and non-allocable sections. Allocable sections are the sections that contain executable code and the data needed by that code at runtime. Non-allocable sections contain supplemental information that is not required to execute an object at runtime. These sections support the operation of debuggers and other observability tools. The non-allocable sections in an object are not loaded into memory at runtime by the operating system, and so, they have no impact on memory use or other aspects of runtime performance no matter their size. For convenience, both allocable and non-allocable sections are normally maintained in the same file. However, there are situations in which it can be useful to separate these sections. To reduce the size of objects in order to improve the speed at which they can be copied across wide area networks. To support fine grained debugging of highly optimized code requires considerable debug data. In modern systems, the debugging data can easily be larger than the code it describes. The size of a 32-bit object is limited to 4 Gbytes. In very large 32-bit objects, the debug data can cause this limit to be exceeded and prevent the creation of the object. To limit the exposure of internal implementation details. Traditionally, objects have been stripped of non-allocable sections in order to address these issues. Stripping is effective, but destroys data that might be needed later. The Solaris link-editor can instead write non-allocable sections to an ancillary object. This feature is enabled with the -z ancillary command line option. $ ld ... -z ancillary[=outfile] ...By default, the ancillary file is given the same name as the primary output object, with a .anc file extension. However, a different name can be provided by providing an outfile value to the -z ancillary option. When -z ancillary is specified, the link-editor performs the following actions. All allocable sections are written to the primary object. In addition, all non-allocable sections containing one or more input sections that have the SHF_SUNW_PRIMARY section header flag set are written to the primary object. All remaining non-allocable sections are written to the ancillary object. The following non-allocable sections are written to both the primary object and ancillary object. .shstrtab The section name string table. .symtab The full non-dynamic symbol table. .symtab_shndx The symbol table extended index section associated with .symtab. .strtab The non-dynamic string table associated with .symtab. .SUNW_ancillary Contains the information required to identify the primary and ancillary objects, and to identify the object being examined. The primary object and all ancillary objects contain the same array of sections headers. Each section has the same section index in every file. Although the primary and ancillary objects all define the same section headers, the data for most sections will be written to a single file as described above. If the data for a section is not present in a given file, the SHF_SUNW_ABSENT section header flag is set, and the sh_size field is 0. This organization makes it possible to acquire a full list of section headers, a complete symbol table, and a complete list of the primary and ancillary objects from either of the primary or ancillary objects. The following example illustrates the underlying implementation of ancillary objects. An ancillary object is created by adding the -z ancillary command line option to an otherwise normal compilation. The file utility shows that the result is an executable named a.out, and an associated ancillary object named a.out.anc. $ cat hello.c #include <stdio.h> int main(int argc, char **argv) { (void) printf("hello, world\n"); return (0); } $ cc -g -zancillary hello.c $ file a.out a.out.anc a.out: ELF 32-bit LSB executable 80386 Version 1 [FPU], dynamically linked, not stripped, ancillary object a.out.anc a.out.anc: ELF 32-bit LSB ancillary 80386 Version 1, primary object a.out $ ./a.out hello worldThe resulting primary object is an ordinary executable that can be executed in the usual manner. It is no different at runtime than an executable built without the use of ancillary objects, and then stripped of non-allocable content using the strip or mcs commands. As previously described, the primary object and ancillary objects contain the same section headers. To see how this works, it is helpful to use the elfdump utility to display these section headers and compare them. The following table shows the section header information for a selection of headers from the previous link-edit example. Index Section Name Type Primary Flags Ancillary Flags Primary Size Ancillary Size 13 .text PROGBITS ALLOC EXECINSTR ALLOC EXECINSTR SUNW_ABSENT 0x131 0 20 .data PROGBITS WRITE ALLOC WRITE ALLOC SUNW_ABSENT 0x4c 0 21 .symtab SYMTAB 0 0 0x450 0x450 22 .strtab STRTAB STRINGS STRINGS 0x1ad 0x1ad 24 .debug_info PROGBITS SUNW_ABSENT 0 0 0x1a7 28 .shstrtab STRTAB STRINGS STRINGS 0x118 0x118 29 .SUNW_ancillary SUNW_ancillary 0 0 0x30 0x30 The data for most sections is only present in one of the two files, and absent from the other file. The SHF_SUNW_ABSENT section header flag is set when the data is absent. The data for allocable sections needed at runtime are found in the primary object. The data for non-allocable sections used for debugging but not needed at runtime are placed in the ancillary file. A small set of non-allocable sections are fully present in both files. These are the .SUNW_ancillary section used to relate the primary and ancillary objects together, the section name string table .shstrtab, as well as the symbol table.symtab, and its associated string table .strtab. It is possible to strip the symbol table from the primary object. A debugger that encounters an object without a symbol table can use the .SUNW_ancillary section to locate the ancillary object, and access the symbol contained within. The primary object, and all associated ancillary objects, contain a .SUNW_ancillary section that allows all the objects to be identified and related together. $ elfdump -T SUNW_ancillary a.out a.out.anc a.out: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0x8724 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 a.out.anc: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0xfbe2 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 The ancillary sections for both objects contain the same number of elements, and are identical except for the first element. Each object, starting with the primary object, is introduced with a MEMBER element that gives the file name, followed by a CHECKSUM that identifies the object. In this example, the primary object is a.out, and has a checksum of 0x8724. The ancillary object is a.out.anc, and has a checksum of 0xfbe2. The first element in a .SUNW_ancillary section, preceding the MEMBER element for the primary object, is always a CHECKSUM element, containing the checksum for the file being examined. The presence of a .SUNW_ancillary section in an object indicates that the object has associated ancillary objects. The names of the primary and all associated ancillary objects can be obtained from the ancillary section from any one of the files. It is possible to determine which file is being examined from the larger set of files by comparing the first checksum value to the checksum of each member that follows. Debugger Access and Use of Ancillary Objects Debuggers and other observability tools must merge the information found in the primary and ancillary object files in order to build a complete view of the object. This is equivalent to processing the information from a single file. This merging is simplified by the primary object and ancillary objects containing the same section headers, and a single symbol table. The following steps can be used by a debugger to assemble the information contained in these files. Starting with the primary object, or any of the ancillary objects, locate the .SUNW_ancillary section. The presence of this section identifies the object as part of an ancillary group, contains information that can be used to obtain a complete list of the files and determine which of those files is the one currently being examined. Create a section header array in memory, using the section header array from the object being examined as an initial template. Open and read each file identified by the .SUNW_ancillary section in turn. For each file, fill in the in-memory section header array with the information for each section that does not have the SHF_SUNW_ABSENT flag set. The result will be a complete in-memory copy of the section headers with pointers to the data for all sections. Once this information has been acquired, the debugger can proceed as it would in the single file case, to access and control the running program. Note - The ELF definition of ancillary objects provides for a single primary object, and an arbitrary number of ancillary objects. At this time, the Oracle Solaris link-editor only produces a single ancillary object containing all non-allocable sections. This may change in the future. Debuggers and other observability tools should be written to handle the general case of multiple ancillary objects. ELF Implementation Details (From the Solaris Linker and Libraries Guide) To implement ancillary objects, it was necessary to extend the ELF format to add a new object type (ET_SUNW_ANCILLARY), a new section type (SHT_SUNW_ANCILLARY), and 2 new section header flags (SHF_SUNW_ABSENT, SHF_SUNW_PRIMARY). In this section, I will detail these changes, in the form of diffs to the Solaris Linker and Libraries manual. Part IV ELF Application Binary Interface Chapter 13: Object File Format Object File Format Edit Note: This existing section at the beginning of the chapter describes the ELF header. There's a table of object file types, which now includes the new ET_SUNW_ANCILLARY type. e_type Identifies the object file type, as listed in the following table. NameValueMeaning ET_NONE0No file type ET_REL1Relocatable file ET_EXEC2Executable file ET_DYN3Shared object file ET_CORE4Core file ET_LOSUNW0xfefeStart operating system specific range ET_SUNW_ANCILLARY0xfefeAncillary object file ET_HISUNW0xfefdEnd operating system specific range ET_LOPROC0xff00Start processor-specific range ET_HIPROC0xffffEnd processor-specific range Sections Edit Note: This overview section defines the section header structure, and provides a high level description of known sections. It was updated to define the new SHF_SUNW_ABSENT and SHF_SUNW_PRIMARY flags and the new SHT_SUNW_ANCILLARY section. ... sh_type Categorizes the section's contents and semantics. Section types and their descriptions are listed in Table 13-5. sh_flags Sections support 1-bit flags that describe miscellaneous attributes. Flag definitions are listed in Table 13-8. ... Table 13-5 ELF Section Types, sh_type NameValue . . . SHT_LOSUNW0x6fffffee SHT_SUNW_ancillary0x6fffffee . . . ... SHT_LOSUNW - SHT_HISUNW Values in this inclusive range are reserved for Oracle Solaris OS semantics. SHT_SUNW_ANCILLARY Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section. ... Table 13-8 ELF Section Attribute Flags NameValue . . . SHF_MASKOS0x0ff00000 SHF_SUNW_NODISCARD0x00100000 SHF_SUNW_ABSENT0x00200000 SHF_SUNW_PRIMARY0x00400000 SHF_MASKPROC0xf0000000 . . . ... SHF_SUNW_ABSENT Indicates that the data for this section is not present in this file. When ancillary objects are created, the primary object and any ancillary objects, will all have the same section header array, to facilitate merging them to form a complete view of the object, and to allow them to use the same symbol tables. Each file contains a subset of the section data. The data for allocable sections is written to the primary object while the data for non-allocable sections is written to an ancillary file. The SHF_SUNW_ABSENT flag is used to indicate that the data for the section is not present in the object being examined. When the SHF_SUNW_ABSENT flag is set, the sh_size field of the section header must be 0. An application encountering an SHF_SUNW_ABSENT section can choose to ignore the section, or to search for the section data within one of the related ancillary files. SHF_SUNW_PRIMARY The default behavior when ancillary objects are created is to write all allocable sections to the primary object and all non-allocable sections to the ancillary objects. The SHF_SUNW_PRIMARY flag overrides this behavior. Any output section containing one more input section with the SHF_SUNW_PRIMARY flag set is written to the primary object without regard for its allocable status. ... Two members in the section header, sh_link, and sh_info, hold special information, depending on section type. Table 13-9 ELF sh_link and sh_info Interpretation sh_typesh_linksh_info . . . SHT_SUNW_ANCILLARY The section header index of the associated string table. 0 . . . Special Sections Edit Note: This section describes the sections used in Solaris ELF objects, using the types defined in the previous description of section types. It was updated to define the new .SUNW_ancillary (SHT_SUNW_ANCILLARY) section. Various sections hold program and control information. Sections in the following table are used by the system and have the indicated types and attributes. Table 13-10 ELF Special Sections NameTypeAttribute . . . .SUNW_ancillarySHT_SUNW_ancillaryNone . . . ... .SUNW_ancillary Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section for details. ... Ancillary Section Edit Note: This new section provides the format reference describing the layout of a .SUNW_ancillary section and the meaning of the various tags. Note that these sections use the same tag/value concept used for dynamic and capabilities sections, and will be familiar to anyone used to working with ELF. In addition to the primary output object, the Solaris link-editor can produce one or more ancillary objects. Ancillary objects contain non-allocable sections that would normally be written to the primary object. When ancillary objects are produced, the primary object and all of the associated ancillary objects contain a SHT_SUNW_ancillary section, containing information that identifies these related objects. Given any one object from such a group, the ancillary section provides the information needed to identify and interpret the others. This section contains an array of the following structures. See sys/elf.h. typedef struct { Elf32_Word a_tag; union { Elf32_Word a_val; Elf32_Addr a_ptr; } a_un; } Elf32_Ancillary; typedef struct { Elf64_Xword a_tag; union { Elf64_Xword a_val; Elf64_Addr a_ptr; } a_un; } Elf64_Ancillary; For each object with this type, a_tag controls the interpretation of a_un. a_val These objects represent integer values with various interpretations. a_ptr These objects represent file offsets or addresses. The following ancillary tags exist. Table 13-NEW1 ELF Ancillary Array Tags NameValuea_un ANC_SUNW_NULL0Ignored ANC_SUNW_CHECKSUM1a_val ANC_SUNW_MEMBER2a_ptr ANC_SUNW_NULL Marks the end of the ancillary section. ANC_SUNW_CHECKSUM Provides the checksum for a file in the c_val element. When ANC_SUNW_CHECKSUM precedes the first instance of ANC_SUNW_MEMBER, it provides the checksum for the object from which the ancillary section is being read. When it follows an ANC_SUNW_MEMBER tag, it provides the checksum for that member. ANC_SUNW_MEMBER Specifies an object name. The a_ptr element contains the string table offset of a null-terminated string, that provides the file name. An ancillary section must always contain an ANC_SUNW_CHECKSUM before the first instance of ANC_SUNW_MEMBER, identifying the current object. Following that, there should be an ANC_SUNW_MEMBER for each object that makes up the complete set of objects. Each ANC_SUNW_MEMBER should be followed by an ANC_SUNW_CHECKSUM for that object. A typical ancillary section will therefore be structured as: TagMeaning ANC_SUNW_CHECKSUMChecksum of this object ANC_SUNW_MEMBERName of object #1 ANC_SUNW_CHECKSUMChecksum for object #1 . . . ANC_SUNW_MEMBERName of object N ANC_SUNW_CHECKSUMChecksum for object N ANC_SUNW_NULL An object can therefore identify itself by comparing the initial ANC_SUNW_CHECKSUM to each of the ones that follow, until it finds a match. Related Other Work The GNU developers have also encountered the need/desire to support separate debug information files, and use the solution detailed at http://sourceware.org/gdb/onlinedocs/gdb/Separate-Debug-Files.html. At the current time, the separate debug file is constructed by building the standard object first, and then copying the debug data out of it in a separate post processing step, Hence, it is limited to a total of 4GB of code and debug data, just as a single object file would be. They are aware of this, and I have seen online comments indicating that they may add direct support for generating these separate files to their link-editor. It is worth noting that the GNU objcopy utility is available on Solaris, and that the Studio dbx debugger is able to use these GNU style separate debug files even on Solaris. Although this is interesting in terms giving Linux users a familiar environment on Solaris, the 4GB limit means it is not an answer to the problem of very large 32-bit objects. We have also encountered issues with objcopy not understanding Solaris-specific ELF sections, when using this approach. The GNU community also has a current effort to adapt their DWARF debug sections in order to move them to separate files before passing the relocatable objects to the linker. The details of Project Fission can be found at http://gcc.gnu.org/wiki/DebugFission. The goal of this project appears to be to reduce the amount of data seen by the link-editor. The primary effort revolves around moving DWARF data to separate .dwo files so that the link-editor never encounters them. The details of modifying the DWARF data to be usable in this form are involved — please see the above URL for details.

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  • Visual Studio 2010 Productivity Power Tool Extensions

    - by ScottGu
    Last month I blogged about the Extension Manager that is built-into VS 2010 – as well as about a cool VS 2010 PowerCommands extension that provides some extra features for Visual Studio.  The Visual Studio 2010 Extension Manager provides an easy way for developers to quickly find and install extensions and plugins that enhance the built-in functionality to VS 2010. New VS 2010 Productivity Power Tools Release Earlier this week Jason Zander announced the availability of a new VS 2010 Productivity Power Tools release that includes a bunch of great new VS 2010 extensions that provide a bunch of cool new functionality for you to take advantage of.  You can download and install the release for free here.  Some of the code editor improvements it provides include: Entire Line Highlighting: Makes it easier to track cursor location within the editor Entire Line Selection: Triple Clicking a line in the code editor now selects the entire line (like with MS Word) Code Block Movement: Use Alt+Up/Down Arrow now moves selected code blocks up/down in the editor Consistent Tabs vs. Spaces: Ensure consistent tab vs. space usage across your projects Colorized Parameters: It is now easier to see/identify method parameters Column Guide: You can now add vertical column guidelines to help with text alignment and sizes Align assignments: Makes it easier to line-up multiple variable assignments within your code HTML Clipboard Support: Copy/paste code from VS into an HTML buffer (useful for blogging!) Ctrl + Click Go to Definition: You can now hold down the Ctrl key and click a type to go to its definition It also includes several tab management improvements for managing document tabs within the IDE: Show Close Button in Tab Well: Shows a close button in document well for the active tab (like VS 2008 did) Colored Tabs: You can now select the color of each document tab by project or by regex Pinned Tabs: Enables you to pin tabs to keep them always visible and available Vertical Tabs: You can now show document tabs vertically to fit more tabs than normal Remove Tabs by Usage Order: Better behavior when adding new tabs and one needs to be hidden for space reasons Sort Tabs by Project: Tabs can be sorted by project they belong to, keeping them grouped together Sort Tabs Alphabetically: Tabs can be sorted alphabetically And last – but not least – it includes a new and improved “Add Reference” dialog: This new Add Reference dialog caches assembly information – which means it loads within a second or two (note: the very first time it still loads assembly data – but it then caches it and makes it fast afterwards). The new Add Reference dialog also now includes searching support – making it easier to find the assembly you are looking for. You can read more about all of the above improvements in Jason’s blog post about the release. New Visualization and Modeling Feature Pack Release Earlier this week we also shipped a new feature pack that adds additional modeling and code visualization features to VS 2010 Ultimate.  You can download it here. The Visualization and Modeling Feature Pack includes a bunch of great new capabilities including: Web Site Visualization: New support for generating a DGML visualization for ASP.NET projects C/C++ Native Code Visualization: New support for generating DGML diagrams for C/C++ projects Generate Code from UML Class Diagrams: You can now generate code from your UML diagrams Create UML Class Diagrams from Code: Create UML diagrams from existing code bases Import UML from XML: Import UML class, sequence, and use case elements from XMI 2.1 files Custom Validation Layer Rules: Write custom code to create, modify, and validate layer diagrams Jason’s blog post covers more about these features as well. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • 5 Steps to getting started with IronRuby

    - by Eric Nelson
    IronRuby is a Open Source implementation of the Ruby programming language for .NET, heavily relying on Microsoft's Dynamic Language Runtime. The project's #1 goal is to be a true Ruby implementation, meaning it runs existing Ruby code. Check out this summary of using the Ruby standard library and 3rd party libraries in IronRuby. IronRuby has tight integration with .NET, so any .NET types can be used from IronRuby and the IronRuby runtime can be embedded into any .NET application. These 5 steps should get you nicely up and running on IronRuby – OR … you could just watch a video session from the lead developer which took place earlier this month (March 2010 - 60mins). But the 5 steps will be quicker :-) Step 1 – Install IronRuby :-) You can install IronRuby automatically using an MSI or manually. For simplicity I would recommend the MSI install. TIP: As of the 25th of March IronRuby has not quite shipped. The download above is a Release Candidate (RC) which means it is still undergoing final testing by the team. You will need to uninstall this version (RC3) once the final release is available. The good news is that uninstalling IronRuby RC3 will work without a hitch as the MSI does relatively little. Step 2 – Install an IronRuby friendly editor You will need to Install an editor to work with IronRuby as there is no designer support for IronRuby inside Visual Studio. There are many editors to choose from but I would recommend you either went with: SciTE (Download the MSI): This is a lightweight text editor which is simple to get up and running. SciTE understands Ruby syntax and allows you to easily run IronRuby code within the editor with a small change to the config file. SharpDevelop 3.2 (Download the MSI): This is an open source development environment for C#, VB, Boo and now IronRuby. IronRuby support is new but it does include integrated debugging. You might also want to check out the main site for SharpDevelop. TIP: There are commercial tools for Ruby development which offer richer support such as intellisense.. They can be coerced into working with IronRuby. A good one to start with is RubyMine which needs some small changes to make it work with IronRuby. Step 3 – Run the IronRuby Tutorial Run through the IronRuby tutorial which is included in the IronRuby download. It covers off the basics of the Ruby languages and how IronRuby integrates with .NET. In a typical install it will end up at C:\Program Files\IronRuby 0.9.4.0\Samples\Tutorial. Which will give you the tutorial implemented in .NET and Ruby. TIP: You might also want to check out these two introductory posts Using IronRuby and .NET to produce the ‘Hello World of WPF’ and What's IronRuby, and how do I put it on Rails? Step 4 – Get some good books to read Get a great book on Ruby and IronRuby. There are several free ebooks on Ruby which will help you learn the language. The little book of Ruby is a good place to start. I would also recommend you purchase IronRuby Unleashed (Buy on Amazon UK | Buy on Amazon USA). You might also want to check out this mini-review. Other books are due out soon including IronRuby in Action. TIP: Also check out the official documentation for using .NET from IronRuby. Step 5 – Keep an eye on the team blogs Keep an eye on the IronRuby team blogs including Jimmy Schementi, Jim Deville and Tomas Matousek (full list) TIP: And keep a watch out for the final release of IronRuby – due anytime soon!

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  • What is Inversion of control and why we need it?

    - by Jalpesh P. Vadgama
    Most of programmer need inversion of control pattern in today’s complex real time application world. So I have decided to write a blog post about it. This blog post will explain what is Inversion of control and why we need it. We are going to take a real world example so it would be better to understand. The problem- Why we need inversion of control? Before giving definition of Inversion of control let’s take a simple real word example to see why we need inversion of control. Please have look on the following code. public class class1 { private class2 _class2; public class1() { _class2=new class2(); } } public class class2 { //Some implementation of class2 } I have two classes “Class1” and “Class2”.  If you see the code in that I have created a instance of class2 class in the class1 class constructor. So the “class1” class is dependent on “class2”. I think that is the biggest issue in real world scenario as if we change the “class2” class then we might need to change the “class1” class also. Here there is one type of dependency between this two classes that is called Tight Coupling. Tight coupling will have lots of problem in real world applications as things are tends to be change in future so we have to change all the tight couple classes that are dependent of each other. To avoid this kind of issue we need Inversion of control. What is Inversion of Control? According to the wikipedia following is a definition of Inversion of control. “In software engineering, Inversion of Control (IoC) is an object-oriented programming practice where the object coupling is bound at run time by an assembler object and is typically not known at compile time using static analysis.” So if you read the it carefully it says that we should have object coupling at run time not compile time where it know what object it will create, what method it will call or what feature it will going to use for that. We need to use same classes in such way so that it will not tight couple with each other. There are multiple way to implement Inversion of control. You can refer wikipedia link for knowing multiple ways of implementing Inversion of control. In future posts we are going to see all the different way of implementing Inversion of control.

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • Matrix rotation wrong orientation LibGDX

    - by glz
    I'm having a problem with matrix rotation in libgdx. I rotate it using the method matrix.rotate(Vector3 axis, float angle) but the rotation happens in the model orientation and I need it happens in the world orientation. For example: on create() method: matrix.rotate(new Vector3(0,0,1), 45); That is ok, but after: on render() method: matrix.rotate(new Vector3(0,1,0), 1); I need it rotate in world axis.

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  • Importing an object from Blender into a scene, rotation on X axis?

    - by Arne
    This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into the scene for the view coordinates (OpenGl) Bleneder has x/y plane and z up as world coordinates I have x/y plane and z up as world coordinates I load the mesh with assimp directly from the blend file with absolutely no post processing. The object is rotated abount p/2 on the x-axis. Why?

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  • Java Hint in NetBeans for Identifying JOptionPanes

    - by Geertjan
    I tend to have "JOptionPane.showMessageDialogs" scattered through my code, for debugging purposes. Now I have a way to identify all of them and remove them one by one, since some of them are there for users of the application so shouldn't be removed, via the Refactoring window: Identifying instances of code that I'm interested in is really trivial: import org.netbeans.spi.editor.hints.ErrorDescription; import org.netbeans.spi.java.hints.ConstraintVariableType; import org.netbeans.spi.java.hints.ErrorDescriptionFactory; import org.netbeans.spi.java.hints.Hint; import org.netbeans.spi.java.hints.HintContext; import org.netbeans.spi.java.hints.TriggerPattern; import org.openide.util.NbBundle.Messages; @Hint( displayName = "#DN_ShowMessageDialogChecker", description = "#DESC_ShowMessageDialogChecker", category = "general") @Messages({ "DN_ShowMessageDialogChecker=Found \"ShowMessageDialog\"", "DESC_ShowMessageDialogChecker=Checks for JOptionPane.showMes" }) public class ShowMessageDialogChecker { @TriggerPattern(value = "$1.showMessageDialog", constraints = @ConstraintVariableType(variable = "$1", type = "javax.swing.JOptionPane")) @Messages("ERR_ShowMessageDialogChecker=Are you sure you need this statement?") public static ErrorDescription computeWarning(HintContext ctx) { return ErrorDescriptionFactory.forName( ctx, ctx.getPath(), Bundle.ERR_ShowMessageDialogChecker()); } } Stick the above class, which seriously isn't much code at all, in a module and run it, with this result: Bit trickier to do the fix, i.e., add a bit of code to let the user remove the statement, but I looked in the NetBeans sources and used the System.out fix, which does the same thing:  import com.sun.source.tree.BlockTree; import com.sun.source.tree.StatementTree; import com.sun.source.util.TreePath; import java.util.ArrayList; import java.util.Iterator; import java.util.List; import org.netbeans.api.java.source.CompilationInfo; import org.netbeans.api.java.source.WorkingCopy; import org.netbeans.spi.editor.hints.ErrorDescription; import org.netbeans.spi.editor.hints.Fix; import org.netbeans.spi.java.hints.ConstraintVariableType; import org.netbeans.spi.java.hints.ErrorDescriptionFactory; import org.netbeans.spi.java.hints.Hint; import org.netbeans.spi.java.hints.HintContext; import org.netbeans.spi.java.hints.JavaFix; import org.netbeans.spi.java.hints.TriggerPattern; import org.openide.util.NbBundle.Messages; @Hint( displayName = "#DN_ShowMessageDialogChecker", description = "#DESC_ShowMessageDialogChecker", category = "general") @Messages({ "DN_ShowMessageDialogChecker=Found \"ShowMessageDialog\"", "DESC_ShowMessageDialogChecker=Checks for JOptionPane.showMes" }) public class ShowMessageDialogChecker { @TriggerPattern(value = "$1.showMessageDialog", constraints = @ConstraintVariableType(variable = "$1", type = "javax.swing.JOptionPane")) @Messages("ERR_ShowMessageDialogChecker=Are you sure you need this statement?") public static ErrorDescription computeWarning(HintContext ctx) { Fix fix = new FixImpl(ctx.getInfo(), ctx.getPath()).toEditorFix(); return ErrorDescriptionFactory.forName( ctx, ctx.getPath(), Bundle.ERR_ShowMessageDialogChecker(), fix); } private static final class FixImpl extends JavaFix { public FixImpl(CompilationInfo info, TreePath tp) { super(info, tp); } @Override @Messages("FIX_ShowMessageDialogChecker=Remove the statement") protected String getText() { return Bundle.FIX_ShowMessageDialogChecker(); } @Override protected void performRewrite(TransformationContext tc) throws Exception { WorkingCopy wc = tc.getWorkingCopy(); TreePath statementPath = tc.getPath(); TreePath blockPath = tc.getPath().getParentPath(); while (!(blockPath.getLeaf() instanceof BlockTree)) { statementPath = blockPath; blockPath = blockPath.getParentPath(); if (blockPath == null) { return; } } BlockTree blockTree = (BlockTree) blockPath.getLeaf(); List<? extends StatementTree> statements = blockTree.getStatements(); List<StatementTree> newStatements = new ArrayList<StatementTree>(); for (Iterator<? extends StatementTree> it = statements.iterator(); it.hasNext();) { StatementTree statement = it.next(); if (statement != statementPath.getLeaf()) { newStatements.add(statement); } } BlockTree newBlockTree = wc.getTreeMaker().Block(newStatements, blockTree.isStatic()); wc.rewrite(blockTree, newBlockTree); } } } Aside from now being able to use "Inspect & Refactor" to identify and fix all instances of JOptionPane.showMessageDialog at the same time, you can also do the fixes per instance within the editor:

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  • How do programmers in the west see programmers in the east?

    - by vinoth
    The eastern part of the world (India/China/Philippines ) mainly provide outsourcing services to the western world (USA and Europe). Do you have the experience of working with offshore teams? If yes, how was it? Do you hold any generalized ideas or opinions about the programmers from the East (e.g. Are they cooperative, do they deliver on time or do they do quality work?). What are these based on?

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  • SQL Server Training in the UK–SSIS, MDX, Admin, MDS, Internals

    - by simonsabin
    If you are looking for SQL Server training they there is no better place to start than a new company Technitrain Its been setup by a fellow MVP and SQLBits Organiser Chris Webb. Why this company rather than any others? Training based on real world experience by the best in the business. The key to Technitrain’s model is not to cram the shelves high with courses and get some average Joe trainers to deliver them. Technitrain bring in world renowned experts in their fields to deliver courses written...(read more)

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  • Partner Blog: aurionPro SENA - Mobile Application Convenience, Flexibility & Innovation Delivered

    - by Darin Pendergraft
    About the Writer: Des Powley is Director of Product Management for aurionPro SENA inc. the leading global Oracle Identity and Access Management specialist delivery and product development partner. In October 2012 aurionPro SENA announced the release of the Mobile IDM application that delivers key Identity Management functions from any mobile device. The move towards an always on, globally interconnected world is shifting Business and Consumers alike away from traditional PC based Enterprise application access and more and more towards an ‘any device, same experience’ world. It is estimated that within five years in many developing regions of the world the PC will be obsolete, replaced entirely by cheaper mobile and tablet devices. This will give a vast amount of new entrants to the Internet their first experience of the online world, and it will only be via these newer, mobile access channels. Designed to address this shift in working and social environments and released in October of 2012 the aurionPro SENA Mobile IDM application directly addresses this emerging market and requirement by enhancing administrators, consumers and managers Identity Management (IDM) experience by delivering a mobile application that provides rapid access to frequently used IDM services from any Mobile device. Built on the aurionPro SENA Identity Service platform the mobile application uses Oracle’s Cloud, Mobile and Social capabilities and Oracle’s Identity Governance Suite for it’s core functions. The application has been developed using standards based API’s to ensure seamless integration with a client’s on premise IDM implementation or equally seamlessly with the aurionPro SENA Hosted Identity Service. The solution delivers multi platform support including iOS, Android and Blackberry and provides many key features including: • Providing easy to access view all of a users own access privileges • The ability for Managers to approve and track requests • Simply raising requests for new applications, roles and entitlements through the service catalogue This application has been designed and built with convenience and security in mind. We protect access to critical applications by enforcing PIN based authentication whilst also providing the user with mobile single sign on capability. This is just one of the many highly innovative products and services that aurionPro SENA is developing for our clients as we continually strive to enhance the value of their investment in Oracle’s class leading 11G R2 Identity and Access Management suite. The Mobile IDM application is a key component of our Identity Services Suite that also includes Managed, Hosted and Cloud Identity Services. The Identity Services Suite has been designed and built specifically to break the barriers to delivering Enterprise, Mobile and Social Identity Management services from the Cloud. aurionPro SENA - Building next generation Identity Services for modern enterprises. To view the app please visit http://youtu.be/btNgGtKxovc For more information please contact [email protected]

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  • Hide and Unhide Worksheets and Workbooks in Excel 2007 & 2010

    - by DigitalGeekery
    Hiding worksheets can be a simple way to protect data in Excel, or just a way reduce the clutter of a some tabs. Here are a couple very easy ways to hide and unhide worksheets and workbooks in Excel 2007 / 2010. Hiding a Worksheet Select the Worksheet you’d like to hide by clicking on the tab at the bottom. By holding down the Ctrl key while clicking you can select multiple tabs at one time. On the Home tab, click on Format, which can be found in the Cells group. Under Visibility,  select Hide & Unhide, then Hide Sheet.   You can also simply right-click on the tab, and select Hide.   Your worksheet will no longer be visible, however, the data contained in the worksheet can still be referenced on other worksheets.   Unhide a Worksheet To unhide a worksheet, you just do the opposite. On the Home tab, click on Format in the Cells group and then under Visibility,  select Hide & Unhide, then Unhide Sheet.   Or, you can right-click on any visible tab, and select Unhide.   In the Unhide pop up window, select the worksheet to unhide and click “OK.” Note: Although you can hide multiple sheets at once, you can only unhide one sheet at a time. Very Hidden Mode While hidden mode is nice, it’s not exactly ultra-secure. If you’d like to pump the security up a notch, there is also Very Hidden mode. To access Very Hidden setting, we’ll have to use the built-in Visual Basic Editor by hitting the Alt + F11 keys. Select the worksheet you wish to hide from the dropdown list under Properties or by single clicking the worksheet in the VBAProject window. Next, set the Visible property to  2 – xlSheetVeryHidden. Close out of the Visual Basic Editor when finished.   When the Very Hidden attribute is set on a worksheet, Unhide Sheet is still unavailable from within the Format setting on the Home tab.   To remove the Very Hidden attribute and display the worksheet again, go back into the Visual Basic Editor by hitting Alt + F11 again and setting the Visible property back to –1 – xlSheetVisible.  Close out of the Editor when finished. Hiding a Workbook To hide the entire Workbook, select the View tab, and then click the Hide button. You’ll see the Workbook has disappeared. Unhide a Workbook Select the View tab and click Unhide… … and your Workbook will be visible again.   Just a few simple ways to hide and unhide your Excel worksheets and workbooks. Similar Articles Productive Geek Tips How To Copy Worksheets in Excel 2007 & 2010Add Background Pictures To Excel 2007 WorksheetsMake Row Labels In Excel 2007 Freeze For Easier ReadingImport Microsoft Access Data Into ExcelMagnify Selected Cells In Excel 2007 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Discover Latest Android Apps On AppBrain The Ultimate Guide For YouTube Lovers Will it Blend? iPad Edition Penolo Lets You Share Sketches On Twitter Visit Woolyss.com for Old School Games, Music and Videos Add a Custom Title in IE using Spybot or Spyware Blaster

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • Last chance to vote in Optimizer Bumper Sticker Competition

    - by Maria Colgan
    There is still time to vote in our competition to find the best Optimizer bumper sticker, which we will give away at the Optimizer demo booth at this years Oracle Open World. Click here to vote for your favorite. Then stop by the Optimizer demo booth at Oracle Open World to claim your bumper sticker! Remember voting will close on June 30th and the winning slogan will be announced in early July. +Maria Colgan

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  • How can I chose the depth of a quadtree?

    - by Evpok
    In a 2d world, using a quadtree to prune pairs in collision detection, how can I chose the depth of said quadtree? The world I am dealing with is mostly made of moving objects¹, so the cost of dispatching the objects between the quadtree cells matter. So what I am interested in is the balance between the gain from less collision checking and the loss from more dispatching. 1. To be completely explicit, autonomous self-replicating cells competing for food sources, in an attempt to show my pupils predator-prey dynamics and genetic evolution at work

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  • How Can A Website Benefit Your Business

    1. Why should you have a website? In order to succeed in today';s world, you must have an Internet presence. More and more people log on to the internet everyday; there are billions of users world-wi... [Author: Vignesh Rajendran - Computers and Internet - September 03, 2009]

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  • Everything turning black when pitching down

    - by Gordon
    Just a quick questions about something that's occurring in my world. Every time I pitch my camera downward, everything starts turning black, and if I pitch upward, everything sort of intensifies. I'm multiplying my normals by the normal matrix in the shader, and I'm multiplying my lights direction by the model view matrix. If I leave the normal and light dir in world space everything ends up fine. I thought putting them both in view space would not cause those weird things to happen?

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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