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  • How to represent a Rubik's Cube in a data structure

    - by Mel
    I am just curious, how will you guys create a data structure for a rubik's cube with X number of sides. Things to consider: - the cube can be of any size - it is a rubik's cube! so layers can be rotated (in all three axes) and a plus question: using the data structure, how can we know if a certain cube in a certain state is solvable? I have been struggling with this question my self and haven't quite found the answer yet.

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  • No Preview Images in File Open Dialogs on Windows 7

    Ive been updating some file uploader code in my photoalbum today and while I was working with the uploader I noticed that the File Open dialog using Silverlight that handles the file selections didnt allow me to ever see an image preview for image files. It sure would be nice if I could preview the images Im about to upload before selecting them from a list. Heres what my list looked like: This is the Medium Icon view, but regardless of the views available including Content view only icons are...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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  • XAML2CPP 1.0.2.0

    - by Valter Minute
    A new updated release of everybody favourite XAML to CPP conversion tool (at least because it’s the only one available!). New features: - support for resource dictionaries (app.xaml if you use Blend to generate your XAML) Bugfixes: - the parameters for the mouseleftbuttondown and up events were incorrect As usual you can download the new release here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/XAML2CPP.zip Technorati Tags: XAML,Silverlight for Windows Embedded

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  • SQL SERVER – PAGEIOLATCH_DT, PAGEIOLATCH_EX, PAGEIOLATCH_KP, PAGEIOLATCH_SH, PAGEIOLATCH_UP – Wait Type – Day 9 of 28

    - by pinaldave
    It is very easy to say that you replace your hardware as that is not up to the mark. In reality, it is very difficult to implement. It is really hard to convince an infrastructure team to change any hardware because they are not performing at their best. I had a nightmare related to this issue in a deal with an infrastructure team as I suggested that they replace their faulty hardware. This is because they were initially not accepting the fact that it is the fault of their hardware. But it is really easy to say “Trust me, I am correct”, while it is equally important that you put some logical reasoning along with this statement. PAGEIOLATCH_XX is such a kind of those wait stats that we would directly like to blame on the underlying subsystem. Of course, most of the time, it is correct – the underlying subsystem is usually the problem. From Book On-Line: PAGEIOLATCH_DT Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Destroy mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_EX Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Exclusive mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_KP Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Keep mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_SH Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Shared mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_UP Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Update mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_XX Explanation: Simply put, this particular wait type occurs when any of the tasks is waiting for data from the disk to move to the buffer cache. ReducingPAGEIOLATCH_XX wait: Just like any other wait type, this is again a very challenging and interesting subject to resolve. Here are a few things you can experiment on: Improve your IO subsystem speed (read the first paragraph of this article, if you have not read it, I repeat that it is easy to say a step like this than to actually implement or do it). This type of wait stats can also happen due to memory pressure or any other memory issues. Putting aside the issue of a faulty IO subsystem, this wait type warrants proper analysis of the memory counters. If due to any reasons, the memory is not optimal and unable to receive the IO data. This situation can create this kind of wait type. Proper placing of files is very important. We should check file system for the proper placement of files – LDF and MDF on separate drive, TempDB on separate drive, hot spot tables on separate filegroup (and on separate disk), etc. Check the File Statistics and see if there is higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. It is very possible that there are no proper indexes on the system and there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can significantly reduce lots of CPU, Memory and IO (considering cover index has much lesser columns than cluster table and all other it depends conditions). You can refer to the two articles’ links below previously written by me that talk about how to optimize indexes. Create Missing Indexes Drop Unused Indexes Updating statistics can help the Query Optimizer to render optimal plan, which can only be either directly or indirectly. I have seen that updating statistics with full scan (again, if your database is huge and you cannot do this – never mind!) can provide optimal information to SQL Server optimizer leading to efficient plan. Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All of the discussions of Wait Stats in this blog is generic and varies from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • Tool to convert blogger.com content to dasBlog

    Due to blogger.com dropping FTP support, I've had to move my blog. If you are in a similar situation, this post will help you by showing you the necessary steps to take. Goals No loss on blog posts, comments AND all existing permalinks continue to work (redirect to the correct place). Steps Download the XML files corresponding to your blogger.com content and store them in a folder. Install and configure dasBlog on your local machine. Configure your web.config file (will need updating...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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  • An XEvent a Day (3 of 31) – Managing Event Sessions

    - by Jonathan Kehayias
    Yesterdays post, Querying the Extended Events Metadata , showed how to discover the objects available for use in Extended Events.  In todays post, we’ll take a look at the DDL Commands that are used to create and manage Event Sessions based on the objects available in the system.  Like other objects inside of SQL Server, there are three DDL commands that are used with Extended Events; CREATE EVENT SESSION , ALTER EVENT SESSION , and DROP EVENT SESSION .  The command names are self...(read more)

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  • Tips on Migrating from AquaLogic .NET Accelerator to WebCenter WSRP Producer for .NET

    - by user647124
    This year I embarked on a journey to migrate a group of ASP.NET web applications developed to integrate with WebLogic Portal 9.2 via the AquaLogic® Interaction .NET Application Accelerator 1.0 to instead use the Oracle WebCenter WSRP Producer for .NET and integrated with WebLogic Portal 10.3.4. It has been a very winding path and this blog entry is intended to share both the lessons learned and relevant approaches that led to those learnings. Like most journeys of discovery, it was not a direct path, and there are notes to let you know when it is practical to skip a section if you are in a hurry to get from here to there. For the Curious From the perspective of necessity, this section would be better at the end. If it were there, though, it would probably be read by far fewer people, including those that are actually interested in these types of sections. Those in a hurry may skip past and be none the worst for it in dealing with the hands-on bits of performing a migration from .NET Accelerator to WSRP Producer. For others who want to talk about why they did what they did after they did it, or just want to know for themselves, enjoy. A Brief (and edited) History of the WSRP for .NET Technologies (as Relevant to the this Post) Note: This section is for those who are curious about why the migration path is not as simple as many other Oracle technologies. You can skip this section in its entirety and still be just as competent in performing a migration as if you had read it. The currently deployed architecture that was to be migrated and upgraded achieved initial integration between .NET and J2EE over the WSRP protocol through the use of The AquaLogic Interaction .NET Application Accelerator. The .NET Accelerator allowed the applications that were written in ASP.NET and deployed on a Microsoft Internet Information Server (IIS) to interact with a WebLogic Portal application deployed on a WebLogic (J2EE application) Server (both version 9.2, the state of the art at the time of its creation). At the time this architectural decision for the application was made, both the AquaLogic and WebLogic brands were owned by BEA Systems. The AquaLogic brand included products acquired by BEA through the acquisition of Plumtree, whose flagship product was a portal platform available in both J2EE and .NET versions. As part of this dual technology support an adaptor was created to facilitate the use of WSRP as a communication protocol where customers wished to integrate components from both versions of the Plumtree portal. The adapter evolved over several product generations to include a broad array of both standard and proprietary WSRP integration capabilities. Later, BEA Systems was acquired by Oracle. Over the course of several years Oracle has acquired a large number of portal applications and has taken the strategic direction to migrate users of these myriad (and formerly competitive) products to the Oracle WebCenter technology stack. As part of Oracle’s strategic technology roadmap, older portal products are being schedule for end of life, including the portal products that were part of the BEA acquisition. The .NET Accelerator has been modified over a very long period of time with features driven by users of that product and developed under three different vendors (each a direct competitor in the same solution space prior to merger). The Oracle WebCenter WSRP Producer for .NET was introduced much more recently with the key objective to specifically address the needs of the WebCenter customers developing solutions accessible through both J2EE and .NET platforms utilizing the WSRP specifications. The Oracle Product Development Team also provides these insights on the drivers for developing the WSRP Producer: ***************************************** Support for ASP.NET AJAX. Controls using the ASP.NET AJAX script manager do not function properly in the Application Accelerator for .NET. Support 2 way SSL in WLP. This was not possible with the proxy/bridge set up in the existing Application Accelerator for .NET. Allow developers to code portlets (Web Parts) using the .NET framework rather than a proprietary framework. Developers had to use the Application Accelerator for .NET plug-ins to Visual Studio to manage preferences and profile data. This is now replaced with the .NET Framework Personalization (for preferences) and Profile providers. The WSRP Producer for .NET was created as a new way of developing .NET portlets. It was never designed to be an upgrade path for the Application Accelerator for .NET. .NET developers would create new .NET portlets with the WSRP Producer for .NET and leave any existing .NET portlets running in the Application Accelerator for .NET. ***************************************** The advantage to creating a new solution for WSRP is a product that is far easier for Oracle to maintain and support which in turn improves quality, reliability and maintainability for their customers. No changes to J2EE applications consuming the WSRP portlets previously rendered by the.NET Accelerator is required to migrate from the Aqualogic WSRP solution. For some customers using the .NET Accelerator the challenge is adapting their current .NET applications to work with the WSRP Producer (or any other WSRP adapter as they are proprietary by nature). Part of this adaptation is the need to deploy the .NET applications as a child to the WSRP producer web application as root. Differences between .NET Accelerator and WSRP Producer Note: This section is for those who are curious about why the migration is not as pluggable as something such as changing security providers in WebLogic Server. You can skip this section in its entirety and still be just as competent in performing a migration as if you had read it. The basic terminology used to describe the participating applications in a WSRP environment are the same when applied to either the .NET Accelerator or the WSRP Producer: Producer and Consumer. In both cases the .NET application serves as what is referred to as a WSRP environment as the Producer. The difference lies in how the two adapters create the WSRP translation of the .NET application. The .NET Accelerator, as the name implies, is meant to serve as a quick way of adding WSRP capability to a .NET application. As such, at a high level, the .NET Accelerator behaves as a proxy for requests between the .NET application and the WSRP Consumer. A WSRP request is sent from the consumer to the .NET Accelerator, the.NET Accelerator transforms this request into an ASP.NET request, receives the response, then transforms the response into a WSRP response. The .NET Accelerator is deployed as a stand-alone application on IIS. The WSRP Producer is deployed as a parent application on IIS and all ASP.NET modules that will be made available over WSRP are deployed as children of the WSRP Producer application. In this manner, the WSRP Producer acts more as a Request Filter than a proxy in the WSRP transactions between Producer and Consumer. Highly Recommended Enabling Logging Note: You can skip this section now, but you will most likely want to come back to it later, so why not just read it now? Logging is very helpful in tracking down the causes of any anomalies during testing of migrated portlets. To enable the WSRP Producer logging, update the Application_Start method in the Global.asax.cs for your .NET application by adding log4net.Config.XmlConfigurator.Configure(); IIS logs will usually (in a standard configuration) be in a sub folder under C:\WINDOWS\system32\LogFiles\W3SVC. WSRP Producer logs will be found at C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdefault\Logs\WSRPProducer.log InputTrace.webinfo and OutputTrace.webinfo are located under C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdefault and can be useful in debugging issues related to markup transformations. Things You Must Do Merge Web.Config Note: If you have been skipping all the sections that you can, now is the time to stop and pay attention J Because the existing .NET application will become a sub-application to the WSRP Producer, you will want to merge required settings from the existing Web.Config to the one in the WSRP Producer. Use the WSRP Producer Master Page The Master Page installed for the WSRP Producer provides common, hiddenform fields and JavaScripts to facilitate portlet instance management and display configuration when the child page is being rendered over WSRP. You add the Master Page by including it in the <@ Page declaration with MasterPageFile="~/portlets/Resources/MasterPages/WSRP.Master" . You then replace: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" > <HTML> <HEAD> With <asp:Content ID="ContentHead1" ContentPlaceHolderID="wsrphead" Runat="Server"> And </HEAD> <body> <form id="theForm" method="post" runat="server"> With </asp:Content> <asp:Content ID="ContentBody1" ContentPlaceHolderID="Main" Runat="Server"> And finally </form> </body> </HTML> With </asp:Content> In the event you already use Master Pages, adapt your existing Master Pages to be sub masters. See Nested ASP.NET Master Pages for a detailed reference of how to do this. It Happened to Me, It Might Happen to You…Or Not Watch for Use of Session or Request in OnInit In the event the .NET application being modified has pages developed to assume the user has been authenticated in an earlier page request there may be direct or indirect references in the OnInit method to request or session objects that may not have been created yet. This will vary from application to application, so the recommended approach is to test first. If there is an issue with a page running as a WSRP portlet then check for potential references in the OnInit method (including references by methods called within OnInit) to session or request objects. If there are, the simplest solution is to create a new method and then call that method once the necessary object(s) is fully available. I find doing this at the start of the Page_Load method to be the simplest solution. Case Sensitivity .NET languages are not case sensitive, but Java is. This means it is possible to have many variations of SRC= and src= or .JPG and .jpg. The preferred solution is to make these mark up instances all lower case in your .NET application. This will allow the default Rewriter rules in wsrp-producer.xml to work as is. If this is not practical, then make duplicates of any rules where an issue is occurring due to upper or mixed case usage in the .NET application markup and match the case in use with the duplicate rule. For example: <RewriterRule> <LookFor>(href=\"([^\"]+)</LookFor> <ChangeToAbsolute>true</ChangeToAbsolute> <ApplyTo>.axd,.css</ApplyTo> <MakeResource>true</MakeResource> </RewriterRule> May need to be duplicated as: <RewriterRule> <LookFor>(HREF=\"([^\"]+)</LookFor> <ChangeToAbsolute>true</ChangeToAbsolute> <ApplyTo>.axd,.css</ApplyTo> <MakeResource>true</MakeResource> </RewriterRule> While it is possible to write a regular expression that will handle mixed case usage, it would be long and strenous to test and maintain, so the recommendation is to use duplicate rules. Is it Still Relative? Some .NET applications base relative paths with a fixed root location. With the introduction of the WSRP Producer, the root has moved up one level. References to ~/ will need to be updated to ~/portlets and many ../ paths will need another ../ in front. I Can See You But I Can’t Find You This issue was first discovered while debugging modules with code that referenced the form on a page from the code-behind by name and/or id. The initial error presented itself as run-time error that was difficult to interpret over WSRP but seemed clear when run as straight ASP.NET as it indicated that the object with the form name did not exist. Since the form name was no longer valid after implementing the WSRP Master Page, the likely fix seemed to simply update the references in the code. However, as the WSRP Master Page is external to the code, a compile time error resulted: Error      155         The name 'form1' does not exist in the current context                C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdefault\portlets\legacywebsite\module\Screens \Reporting.aspx.cs                51           52           legacywebsite.module Much hair-pulling research later it was discovered that it was the use of the FindControl method causing the issue. FindControl doesn’t work quite as expected once a Master Page has been introduced as the controls become embedded in controls, require a recursion to find them that is not part of the FindControl method. In code where the page form is referenced by name, there are two steps to the solution. First, the form needs to be referenced in code generically with Page.Form. For example, this: ToggleControl ctrl = new ToggleControl(frmManualEntry, FunctionLibrary.ParseArrayLst(userObj.Roles)); Becomes this: ToggleControl ctrl = new ToggleControl(Page.Form, FunctionLibrary.ParseArrayLst(userObj.Roles)); Generally the form id is referenced in most ASP.NET applications as a path to a control on the form. To reach the control once a MasterPage has been added requires an additional method to recurse through the controls collections within the form and find the control ID. The following method (found at Rick Strahl's Web Log) corrects this very nicely: public static Control FindControlRecursive(Control Root, string Id) { if (Root.ID == Id) return Root; foreach (Control Ctl in Root.Controls) { Control FoundCtl = FindControlRecursive(Ctl, Id); if (FoundCtl != null) return FoundCtl; } return null; } Where the form name is not referenced, simply using the FindControlRecursive method in place of FindControl will be all that is necessary. Following the second part of the example referenced earlier, the method called with Page.Form changes its value extraction code block from this: Label lblErrMsg = (Label)frmRef.FindControl("lblBRMsg" To this: Label lblErrMsg = (Label) FunctionLibrary.FindControlRecursive(frmRef, "lblBRMsg" The Master That Won’t Step Aside In most migrations it is preferable to make as few changes as possible. In one case I ran across an existing Master Page that would not function as a sub-Master Page. While it would probably have been educational to trace down why, the expedient process of updating it to take the place of the WSRP Master Page is the route I took. The changes are highlighted below: … <asp:ContentPlaceHolder ID="wsrphead" runat="server"></asp:ContentPlaceHolder> </head> <body leftMargin="0" topMargin="0"> <form id="TheForm" runat="server"> <input type="hidden" name="key" id="key" value="" /> <input type="hidden" name="formactionurl" id="formactionurl" value="" /> <input type="hidden" name="handle" id="handle" value="" /> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePartialRendering="true" > </asp:ScriptManager> This approach did not work for all existing Master Pages, but fortunately all of the other existing Master Pages I have run across worked fine as a sub-Master to the WSRP Master Page. Moving On In Enterprise Portals, even after you get everything working, the work is not finished. Next you need to get it where everyone will work with it. Migration Planning Providing that the server where IIS is running is adequately sized, it is possible to run both the .NET Accelerator and the WSRP Producer on the same server during the upgrade process. The upgrade can be performed incrementally, i.e., one portlet at a time, if server administration processes support it. Those processes would include the ability to manage a second producer in the consuming portal and to change over individual portlet instances from one provider to the other. If processes or requirements demand that all portlets be cut over at the same time, it needs to be determined if this cut over should include a new producer, updating all of the portlets in the consumer, or if the WSRP Producer portlet configuration must maintain the naming conventions used by the .NET Accelerator and simply change the WSRP end point configured in the consumer. In some enterprises it may even be necessary to maintain the same WSDL end point, at which point the IIS configuration will be where the updates occur. The downside to such a requirement is that it makes rolling back very difficult, should the need arise. Location, Location, Location Not everyone wants the web application to have the descriptively obvious wsrpdefault location, or needs to create a second WSRP site on the same server. The instructions below are from the product team and, while targeted towards making a second site, will work for creating a site with a different name and then remove the old site. You can also change just the name in IIS. Manually Creating a WSRP Producer Site Instructions (NOTE: all executables used are the same ones used by the installer and “wsrpdev” will be the name of the new instance): 1. Copy C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdefault to C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdev. 2. Bring up a command window as an administrator 3. Run C:\Oracle\Middleware\WSRPProducerForDotNet\uninstall_resources\IISAppAccelSiteCreator.exe install WSRPProducers wsrpdev "C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdev" 8678 2.0.50727 4. Run C:\Oracle\Middleware\WSRPProducerForDotNet\uninstall_resources\PermManage.exe add FileSystem C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdev "NETWORK SERVICE" 3 1 5. Run C:\Oracle\Middleware\WSRPProducerForDotNet\uninstall_resources\PermManage.exe add FileSystem C:\Oracle\Middleware\WSRPProducerForDotNet\wsrpdev EVERYONE 1 1 6. Open up C:\Oracle\Middleware\WSRPProducerForDotNet\wsdl\1.0\WSRPService.wsdl and replace wsrpdefault with wsrpdev 7. Open up C:\Oracle\Middleware\WSRPProducerForDotNet\wsdl\2.0\WSRPService.wsdl and replace wsrpdefault with wsrpdev Tests: 1. Bring up a browser on the host itself and go to http://localhost:8678/wsrpdev/wsdl/1.0/WSRPService.wsdl and make sure that the URLs in the XML returned include the wsrpdev changes you made in step 6. 2. Bring up a browser on the host itself and see if the default sample comes up: http://localhost:8678/wsrpdev/portlets/ASPNET_AJAX_sample/default.aspx 3. Register the producer in WLP and test the portlet. Changing the Port used by WSRP Producer The pre-configured port for the WSRP Producer is 8678. You can change this port by updating both the IIS configuration and C:\Oracle\Middleware\WSRPProducerForDotNet\[WSRP_APP_NAME]\wsdl\1.0\WSRPService.wsdl. Do You Need to Migrate? Oracle Premier Support ended in November of 2010 for AquaLogic Interaction .NET Application Accelerator 1.x and Extended Support ends in November 2012 (see http://www.oracle.com/us/support/lifetime-support/lifetime-support-software-342730.html for other related dates). This means that integration with products released after November of 2010 is not supported. If having such support is the policy within your enterprise, you do indeed need to migrate. If changes in your enterprise cause your current solution with the .NET Accelerator to no longer function properly, you may need to migrate. Migration is a choice, and if the goals of your enterprise are to take full advantage of newer technologies then migration is certainly one activity you should be planning for.

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  • Missing ODBCConfig for SQLite and LibreOffice Base

    - by MikeD
    I have used OpenOffice Base as a front end for SQlite databases, in 10.04 linked via ODBC. I am updating to 12.04, so I loaded LibreOffice Base, looks just like OObase. I have 12.04 on one drive and 10.04 on another. I loaded Sqliteman, sqlite3, unixodbc-bin, unixodbc, libsqliteodbc, sqlitebrowser. I copied my databases directory over. But in terminal ODBCConfig is not on the 12.04 system. So I copied odbc.ini from the home directory on 10.04 to 12.04 home directory, and now LibreOffice Base can access my database, and all is fine. Anyone know what is the problem with ODBCConfig, is it another victim of the change in QT? Of course I could edit odbc.ini with jedit, now I can see the format. In terminal I tried sudo find / -name ODBCConfig, but its not there.

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  • Oracle collaborates with leading IT vendors on Cloud Management Standards

    - by Anand Akela
    During the last couple of days, two key specifications for cloud management standards have been announced. Oracle collaborated with leading technology vendors from the IT industry on both of these cloud management specifications. One of the specifications focuses "Infrastructure as a Service" ( IaaS )  cloud service model , while the other specification announced today focuses on "Platform as a Service" ( PaaS ) cloud service model. Please see The NIST Definition of Cloud Computing to learn more about IaaS and PaaS . Earlier today Oracle , CloudBees, Cloudsoft, Huawei, Rackspace, Red Hat, and Software AG   announced the Cloud Application Management for Platforms (CAMP) specification that will be submitted to Organization for the Advancement of Structured Information Standards (OASIS) for development of an industry standard, in an effort to help ensure interoperability for deploying and managing applications across cloud environments.  Typical PaaS architecture - Source : CAMP specification The CAMP specification defines the artifacts and APIs that need to be offered by a PaaS cloud to manage the building, running, administration, monitoring and patching of applications in the cloud. Its purpose is to enable interoperability among self-service interfaces to PaaS clouds by defining artifacts and formats that can be used with any conforming cloud and enable independent vendors to create tools and services that interact with any conforming cloud using the defined interfaces. Cloud vendors can use these interfaces to develop new PaaS offerings that will interact with independently developed tools and components. In a separate cloud standards announcement yesterday, the Distributed Management Task Force ( DMTF ), the organization bringing the IT industry together to collaborate on systems management standards development, validation, promotion and adoption, released the new Cloud Infrastructure Management Interface (CIMI) specification. Oracle collaborated with various technology vendors and industry organizations on this specification. CIMI standardizes interactions between cloud environments to achieve interoperable cloud infrastructure management between service providers and their consumers and developers, enabling users to manage their cloud infrastructure use easily and without complexity. DMTF developed CIMI as a self-service interface for infrastructure clouds ( IaaS focus ) , allowing users to dynamically provision, configure and administer their cloud usage with a high-level interface that greatly simplifies cloud systems management. Mark Carlson, Principal Cloud Strategist at Oracle provides more details about CAMP  and CIMI his blog . Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • Online Judge System

    - by Deni Mf
    I'm planing to host a programing competition within my company, if the event is successful and there is a interest we plan to do this couple times a year. I've found the following self hosted platforms: http://www.domjudge.org/development http://sankhs.com/codejudge/ http://sharifjudge.ir/news/sharif-judge-12-released (does not support c#) And this online free service: http://www.codechef.com/hostyourcontest Can you share experience in hosting such event and what platforms did you used?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. 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  • Scaling-out Your Services by Message Bus based WCF Transport Extension &ndash; Part 1 &ndash; Background

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    Cloud computing gives us more flexibility on the computing resource, we can provision and deploy an application or service with multiple instances over multiple machines. With the increment of the service instances, how to balance the incoming message and workload would become a new challenge. Currently there are two approaches we can use to pass the incoming messages to the service instances, I would like call them dispatcher mode and pulling mode.   Dispatcher Mode The dispatcher mode introduces a role which takes the responsible to find the best service instance to process the request. The image below describes the sharp of this mode. There are four clients communicate with the service through the underlying transportation. For example, if we are using HTTP the clients might be connecting to the same service URL. On the server side there’s a dispatcher listening on this URL and try to retrieve all messages. 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For example, if we were using round-robin mode, it could be happened that most of the simple task messages were passed to instance 1 while the complex ones were sent to instance 3, even though instance 1 should be idle. This brings some problem in our architecture. The first one is that, the response to the clients might be longer than it should be. As it’s shown in the figure above, message 6 and 9 can be processed by instance 1 or instance 2, but in reality they were dispatched to the busy instance 3 since the dispatcher and round-robin mode. Secondly, if there are many requests came from the clients in a very short period, service instances might be filled by tons of pending tasks and some instances might be crashed. Third, if we are using some cloud platform to host our service instances, for example the Windows Azure, the computing resource is billed by service deployment period instead of the actual CPU usage. This means if any service instance is idle it is wasting our money! Last one, the dispatcher would be the bottleneck of our system since all incoming messages must be routed by the dispatcher. If we are using HTTP or TCP as the transport, the dispatcher would be a network load balance. If we wants more capacity, we have to scale-up, or buy a hardware load balance which is very expensive, as well as scaling-out the service instances. Pulling Mode Pulling mode doesn’t need a dispatcher to route the messages. All service instances are listening to the same transport and try to retrieve the next proper message to process if they are idle. Since there is no dispatcher in pulling mode, it requires some features on the transportation. The transportation must support multiple client connection and server listening. HTTP and TCP doesn’t allow multiple clients are listening on the same address and port, so it cannot be used in pulling mode directly. All messages in the transportation must be FIFO, which means the old message must be received before the new one. Message selection would be a plus on the transportation. This means both service and client can specify some selection criteria and just receive some specified kinds of messages. This feature is not mandatory but would be very useful when implementing the request reply and duplex WCF channel modes. Otherwise we must have a memory dictionary to store the reply messages. I will explain more about this in the following articles. Message bus, or the message queue would be best candidate as the transportation when using the pulling mode. First, it allows multiple application to listen on the same queue, and it’s FIFO. Some of the message bus also support the message selection, such as TIBCO EMS, RabbitMQ. Some others provide in memory dictionary which can store the reply messages, for example the Redis. The principle of pulling mode is to let the service instances self-managed. This means each instance will try to retrieve the next pending incoming message if they finished the current task. This gives us more benefit and can solve the problems we met with in the dispatcher mode. The incoming message will be received to the best instance to process, which means this will be very balanced. And it will not happen that some instances are busy while other are idle, since the idle one will retrieve more tasks to make them busy. Since all instances are try their best to be busy we can use less instances than dispatcher mode, which more cost effective. Since there’s no dispatcher in the system, there is no bottleneck. When we introduced more service instances, in dispatcher mode we have to change something to let the dispatcher know the new instances. But in pulling mode since all service instance are self-managed, there no extra change at all. If there are many incoming messages, since the message bus can queue them in the transportation, service instances would not be crashed. All above are the benefits using the pulling mode, but it will introduce some problem as well. The process tracking and debugging become more difficult. Since the service instances are self-managed, we cannot know which instance will process the message. So we need more information to support debug and track. Real-time response may not be supported. All service instances will process the next message after the current one has done, if we have some real-time request this may not be a good solution. Compare with the Pros and Cons above, the pulling mode would a better solution for the distributed system architecture. Because what we need more is the scalability, cost-effect and the self-management.   WCF and WCF Transport Extensibility Windows Communication Foundation (WCF) is a framework for building service-oriented applications. In the .NET world WCF is the best way to implement the service. In this series I’m going to demonstrate how to implement the pulling mode on top of a message bus by extending the WCF. I don’t want to deep into every related field in WCF but will highlight its transport extensibility. When we implemented an RPC foundation there are many aspects we need to deal with, for example the message encoding, encryption, authentication and message sending and receiving. In WCF, each aspect is represented by a channel. A message will be passed through all necessary channels and finally send to the underlying transportation. And on the other side the message will be received from the transport and though the same channels until the business logic. This mode is called “Channel Stack” in WCF, and the last channel in the channel stack must always be a transport channel, which takes the responsible for sending and receiving the messages. As we are going to implement the WCF over message bus and implement the pulling mode scaling-out solution, we need to create our own transport channel so that the client and service can exchange messages over our bus. Before we deep into the transport channel, let’s have a look on the message exchange patterns that WCF defines. Message exchange pattern (MEP) defines how client and service exchange the messages over the transportation. WCF defines 3 basic MEPs which are datagram, Request-Reply and Duplex. Datagram: Also known as one-way, or fire-forgot mode. The message sent from the client to the service, and no need any reply from the service. The client doesn’t care about the message result at all. Request-Reply: Very common used pattern. The client send the request message to the service and wait until the reply message comes from the service. Duplex: The client sent message to the service, when the service processing the message it can callback to the client. When callback the service would be like a client while the client would be like a service. In WCF, each MEP represent some channels associated. MEP Channels Datagram IInputChannel, IOutputChannel Request-Reply IRequestChannel, IReplyChannel Duplex IDuplexChannel And the channels are created by ChannelListener on the server side, and ChannelFactory on the client side. The ChannelListener and ChannelFactory are created by the TransportBindingElement. The TransportBindingElement is created by the Binding, which can be defined as a new binding or from a custom binding. For more information about the transport channel mode, please refer to the MSDN document. The figure below shows the transport channel objects when using the request-reply MEP. And this is the datagram MEP. And this is the duplex MEP. After investigated the WCF transport architecture, channel mode and MEP, we finally identified what we should do to extend our message bus based transport layer. They are: Binding: (Optional) Defines the channel elements in the channel stack and added our transport binding element at the bottom of the stack. But we can use the build-in CustomBinding as well. TransportBindingElement: Defines which MEP is supported in our transport and create the related ChannelListener and ChannelFactory. This also defines the scheme of the endpoint if using this transport. ChannelListener: Create the server side channel based on the MEP it’s. We can have one ChannelListener to create channels for all supported MEPs, or we can have ChannelListener for each MEP. In this series I will use the second approach. ChannelFactory: Create the client side channel based on the MEP it’s. We can have one ChannelFactory to create channels for all supported MEPs, or we can have ChannelFactory for each MEP. In this series I will use the second approach. Channels: Based on the MEPs we want to support, we need to implement the channels accordingly. For example, if we want our transport support Request-Reply mode we should implement IRequestChannel and IReplyChannel. In this series I will implement all 3 MEPs listed above one by one. Scaffold: In order to make our transport extension works we also need to implement some scaffold stuff. For example we need some classes to send and receive message though out message bus. We also need some codes to read and write the WCF message, etc.. These are not necessary but would be very useful in our example.   Message Bus There is only one thing remained before we can begin to implement our scaling-out support WCF transport, which is the message bus. As I mentioned above, the message bus must have some features to fulfill all the WCF MEPs. In my company we will be using TIBCO EMS, which is an enterprise message bus product. And I have said before we can use any message bus production if it’s satisfied with our requests. Here I would like to introduce an interface to separate the message bus from the WCF. This allows us to implement the bus operations by any kinds bus we are going to use. The interface would be like this. 1: public interface IBus : IDisposable 2: { 3: string SendRequest(string message, bool fromClient, string from, string to = null); 4:  5: void SendReply(string message, bool fromClient, string replyTo); 6:  7: BusMessage Receive(bool fromClient, string replyTo); 8: } There are only three methods for the bus interface. Let me explain one by one. The SendRequest method takes the responsible for sending the request message into the bus. The parameters description are: message: The WCF message content. fromClient: Indicates if this message was came from the client. from: The channel ID that this message was sent from. The channel ID will be generated when any kinds of channel was created, which will be explained in the following articles. to: The channel ID that this message should be received. In Request-Reply and Duplex MEP this is necessary since the reply message must be received by the channel which sent the related request message. The SendReply method takes the responsible for sending the reply message. It’s very similar as the previous one but no “from” parameter. This is because it’s no need to reply a reply message again in any MEPs. The Receive method takes the responsible for waiting for a incoming message, includes the request message and specified reply message. It returned a BusMessage object, which contains some information about the channel information. The code of the BusMessage class is 1: public class BusMessage 2: { 3: public string MessageID { get; private set; } 4: public string From { get; private set; } 5: public string ReplyTo { get; private set; } 6: public string Content { get; private set; } 7:  8: public BusMessage(string messageId, string fromChannelId, string replyToChannelId, string content) 9: { 10: MessageID = messageId; 11: From = fromChannelId; 12: ReplyTo = replyToChannelId; 13: Content = content; 14: } 15: } Now let’s implement a message bus based on the IBus interface. Since I don’t want you to buy and install the TIBCO EMS or any other message bus products, I will implement an in process memory bus. This bus is only for test and sample purpose. It can only be used if the service and client are in the same process. Very straightforward. 1: public class InProcMessageBus : IBus 2: { 3: private readonly ConcurrentDictionary<Guid, InProcMessageEntity> _queue; 4: private readonly object _lock; 5:  6: public InProcMessageBus() 7: { 8: _queue = new ConcurrentDictionary<Guid, InProcMessageEntity>(); 9: _lock = new object(); 10: } 11:  12: public string SendRequest(string message, bool fromClient, string from, string to = null) 13: { 14: var entity = new InProcMessageEntity(message, fromClient, from, to); 15: _queue.TryAdd(entity.ID, entity); 16: return entity.ID.ToString(); 17: } 18:  19: public void SendReply(string message, bool fromClient, string replyTo) 20: { 21: var entity = new InProcMessageEntity(message, fromClient, null, replyTo); 22: _queue.TryAdd(entity.ID, entity); 23: } 24:  25: public BusMessage Receive(bool fromClient, string replyTo) 26: { 27: InProcMessageEntity e = null; 28: while (true) 29: { 30: lock (_lock) 31: { 32: var entity = _queue 33: .Where(kvp => kvp.Value.FromClient == fromClient && (kvp.Value.To == replyTo || string.IsNullOrWhiteSpace(kvp.Value.To))) 34: .FirstOrDefault(); 35: if (entity.Key != Guid.Empty && entity.Value != null) 36: { 37: _queue.TryRemove(entity.Key, out e); 38: } 39: } 40: if (e == null) 41: { 42: Thread.Sleep(100); 43: } 44: else 45: { 46: return new BusMessage(e.ID.ToString(), e.From, e.To, e.Content); 47: } 48: } 49: } 50:  51: public void Dispose() 52: { 53: } 54: } The InProcMessageBus stores the messages in the objects of InProcMessageEntity, which can take some extra information beside the WCF message itself. 1: public class InProcMessageEntity 2: { 3: public Guid ID { get; set; } 4: public string Content { get; set; } 5: public bool FromClient { get; set; } 6: public string From { get; set; } 7: public string To { get; set; } 8:  9: public InProcMessageEntity() 10: : this(string.Empty, false, string.Empty, string.Empty) 11: { 12: } 13:  14: public InProcMessageEntity(string content, bool fromClient, string from, string to) 15: { 16: ID = Guid.NewGuid(); 17: Content = content; 18: FromClient = fromClient; 19: From = from; 20: To = to; 21: } 22: }   Summary OK, now I have all necessary stuff ready. The next step would be implementing our WCF message bus transport extension. In this post I described two scaling-out approaches on the service side especially if we are using the cloud platform: dispatcher mode and pulling mode. And I compared the Pros and Cons of them. Then I introduced the WCF channel stack, channel mode and the transport extension part, and identified what we should do to create our own WCF transport extension, to let our WCF services using pulling mode based on a message bus. And finally I provided some classes that need to be used in the future posts that working against an in process memory message bus, for the demonstration purpose only. In the next post I will begin to implement the transport extension step by step.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • SQL SERVER – Install Samples Database Adventure Works for SQL Server 2012

    - by pinaldave
    AdventureWorks is a Sample Database shipped with SQL Server and it can be downloaded from CodePlex site. AdventureWorks has replaced Northwind and Pubs from the sample database in SQL Server 2005.The Microsoft team keeps updating the sample database as they release new versions. For SQL Server 2012 RTM Samples AdventureWorks Database is released: AdventureWorks2012 Data File AdventureWorks2012 Case Sensitive Data File You can download either of the datafile and create database using the same. Here is the script which demonstrates how to create sample database in SQL Server 2012. CREATE DATABASE AdventureWorks2012 ON (FILENAME = 'D:\AdventureWorks2012_Data.mdf') FOR ATTACH_REBUILD_LOG ; Please specify your filepath in the filename variable. Here is the link for additional downloads. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • A Perfect Example of Why You Never, Ever Buy a Used Keyboard [Humorous Image]

    - by Asian Angel
    Just go buy a new keyboard…unless you are into masochistic self-torture or other similar pursuits… Note: If you have the stomach for it, you can view the full-size version of the image here. I’m never going to buy a used keyboard ever again. [via Reddit Tech Support Gore] How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • Ipod won't mount on Banshee, causes it to crash

    - by newtonwp
    Since updating to Ubuntu 12.10 I can't put Music on my iPod anymore, Banshee does not recognize it and crashes after about 10 seconds. I was going to post the output of 'banshee' in the Terminal, but my whole Laptop is messing up now, it is reluctant to open any application right now. Anyway, my iPod is running ios 4.2 and it has been like that for quite some time. Never been a problem before. I could really use some advice here. Edit: And when I unplug the iPod and put it back in again, I get three error messages: 1) Unable to Open a Folder for Documents on Ipod Cache invalid, retry (internally handled) 2)Unable to open a folder for iPod Timeout was reached 3)Unable to mount iPod Location is already mounted. Nothing working atm.

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  • Connected Systems (SOA) QuickStart Materials

    - by Rajesh Charagandla
    The Connected Systems (SOA) QuickStart includes a comprehensive set of technical content including presentations, whitepapers and demos that are designed to present to customers to assess the current state of their Service Oriented Architecture (SOA) and integration capabilities and understand how a Microsoft solution built using products such as BizTalk Server can help address their SOA and integration needs. This QuickStart includes delivery materials, self-paced training materials and supplementary materials.   Download from the Material from here

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  • SQL Server 2008 R2 Released (RTM)

    - by Aamir Hasan
    Microsoft announced the release of SQL Server 2008 R2 (Release to manufacturing) on (21st April 2010). See the official announcement here. The key enhancements Microsoft emphasized in the release note are: Managed self-service business intelligence (BI) for reporting and analysisEnterprise-class scalability and greater IT efficiencyPlatform integration spanning the data center to the cloud How to Get Started Download a try SQL Server R2 from the official download page.

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  • More on Visual Studio 11 from Scott Guthrie

    - by TATWORTH
    At http://weblogs.asp.net/scottgu/archive/2011/10/30/web-forms-model-binding-part-3-updating-and-validation-asp-net-4-5-series.aspx, Scott Guthrie talks about data binding is ASP.NET 4.5.There is a key statement "Because our GetProducts() method is returning an IQueryable<Product>, users can easily page and sort through the data within our GridView.  Only the 10 rows that are visible on any given page are returned from the database."Consider paging through a large dataset, this is going to give high performance with very little code as the database to IIS server traffic will be reduced.Can't code withoutThe best C# & VB.NET refactoring plugin for Visual Studio

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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • How to perform regular expression based replacements on files with MSBuild

    - by Daniel Cazzulino
    And without a custom DLL with a task, too . The example at the bottom of the MSDN page on MSBuild Inline Tasks already provides pretty much all you need for that with a TokenReplace task that receives a file path, a token and a replacement and uses string.Replace with that. Similar in spirit but way more useful in its implementation is the RegexTransform in NuGet’s Build.tasks. It’s much better not only because it supports full regular expressions, but also because it receives items, which makes it very amenable to batching (applying the transforms to multiple items). You can read about how to use it for updating assemblies with a version number, for example. I recently had a need to also supply RegexOptions to the task so I extended the metadata and a little bit of the inline task so that it can parse the optional flags. So when using the task, I can pass the flags as item metadata as follows:...Read full article

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