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  • Storing script files outside web root

    - by memilanuk
    I've seen recommendations to store some or all php include files some place other than in the web document root directory (username/public_html in my case) for the specific reason of protecting php files with sensitive information (like database connection and login info) in the event that the web server hiccups and stops protecting php files and they become 'visible' to outsiders who know where to look. It seems somewhat paranoid to me, but I'm guessing people have gotten burned badly on this before so I'm willing to go along. The suggestion usually takes the form of having the include files in something like '../include_files/' so its not directly in the document root and not directly accessible to outsiders through the web server. My question is this: is there a significant difference in security between that way and just putting your 'include_files' directory under the document root and sticking an .htaccess file in there (with the appropriate entries)? Would putting an .htaccess file in '../include_files/' make any significant improvement there? TIA, Monte

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  • Quaere - Anyone using it yet? (LINQ to Objects for Java)

    - by Marty Pitt
    Hi there I'm a .NET guy originally, working in Java recently, and finding I'm really missing LINQ to Objects, specifically for performing filtering against collections. A few people here on Stack Overflow have answered the "LINQ for Java?" question with a single word : Quaere However, on the site it clearly states "Pre-Beta", and there's been no commits to their code for over a year, so I'm guessing the project is pretty much dead. Is anyone actually using this, and / or have any experience with it? The second most common answer appears to be "use Google Collections". Is this the most appropriate Java way? Cheers Marty

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  • php mysql database users connection handling

    - by aviv
    What is the best way to handle mysql database users connection in PHP? I have a web server running a PHP application on MySQL. I have created a database user for the application: dbuser1 with limited access - only for query, insert and update tables. No alter table. Now the question is, should i use the same dbuser1 widely in my scripts, so if there are 100 current people using my system and hence 100 scripts running parallel they all connect to the database with the same dbuser1? or should i create a few users and assign each script a different user or load-balance between the dbusers ?

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  • How to name an event handler of a private variable in Vb.Net following FxCop rules and Vb.Net standa

    - by SoMoS
    Hello, On one side, in Vb.Net when you add an event handler to an object the created method is named: <NameOfTheObject>_<NameOfTheMethod>. As I like to have consistent syntax I always follow this rule when creating event handlers by hand. On the other side when I create private variables I prefix them with m_ as this is a common thing used by the community, in C# people use to put _ at the beginning of a variable but this is no CLS compliant. At the end, when I create event handlers for events raised by private variables I end with Subs like m_myVariable_MyEvent. Code Analysis (Fx Cop) is complainig about this way of naming because the method does not start with uppercase and because the _, so the question is: What naming standards do you follow when creating event handlers by hand that follow the Fxcop rules if any? Thanks in advance.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Facebook - using an external flash application to connect via PHP

    - by Anonymous
    So, I have this application that needs to connect to facebook. It uses php for all of its data access, in older examples of the facebook API, i see people get the UID, and sessionkey from the iframe page, then send them to php and run a function called $facebook-setUser($UID, $sessionKey). This is how the majority of the tutorials online are doing it. That would be great, except the newest facebook API doesn't have any function like that. I have been scouring the web for 2 hours and have found nothing relating to the disappearance of this seemingly critical function. So, I have a flash application that needs to authenticate via a stateless php resource. I would love it if my PHP code could be completely uncaring if the request originated from flash, or iphone, or another application altogether-it should just need userId and and sessionKey. Is this still possible? Thank you in advance for your help! :)

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  • Ruby on Rails: building a model with an attribute not in the database?

    - by randombits
    I have a model that sets one of its attributes based off of a form parameter that a user submits. The model is a child resource to a parent resource Home. A hypothetical example is the following: A class Person has an age attribute. The user submits a birthdate as an HTTP POST parameter and from that, I need to derive the age of the user. So I'd do something like this: @home.people.build(:name => params[:name], :birthdate => params[:birthdate]) Rails would barf on that for obvious reasons, complaining it doesn't know what the attribute birthdate is. What's the proper way of going about this? Is it possible to use the build constructor with the supplied solution so that my foreign key relations are also setup properly? If not, what's a better way to work around this problem?

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  • Collaborative localization website supporting Android strings.xml?

    - by Nicolas Raoul
    My open source Android application has internationalization done the Android way, with strings.xml files. The community has many people from many countries, and they are willing to contribute/improve translations using a collaborative website. There is Launchpad but it only supports the gettext format so we would have to use scripts, not very convenient. There is Crowdin but somehow this website seems dead, nearly no projects, and the download links do not work. Actually we started using Crowdin but all download links fail to give any strings.xml file back, see here. What website is convenient for translating open source Android applications?

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  • Is there any sense in performing binary AND with a number where all bits are set to 1

    - by n535
    Greetings everybody. I have seen examples of such operations for so many times that I begin to think that I am getting something wrong with binary arithmetic. Is there any sense to perform the following: byte value = someAnotherByteValue & 0xFF; I don't really understand this, because it does not change anything anyway. Thanks for help. P.S. I was trying to search for information both elsewhere and here, but unsuccessfully. EDIT: Well, off course i assume that someAnotherByteValue is 8 bits long, the problem is that i don't get why so many people ( i mean professionals ) use such things in their code. For example in Jon Skeet's MiscUtil there is: uint s1 = (uint)(initial & 0xffff); where initial is int.

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  • Creating a variable-speed slideshow based on USB input on OSX.

    - by Dave A
    I have a friend who is trying to put together a geeky little contraption for a wedding, where people can view a slideshow. Neither of us use Macs, nor have programmed for one, but for various reasons it has to run on a Mac. There will be a USB ammeter hooked up to a bike dynamo. What we want is for a slideshow to be run, and advance at a speed relative to how fast someone is pedaling on a stationary bike. After much googling, it seems like we could load an iPhoto slideshow up via applescript. Is it possible to pause the slideshow and advance it with keypress commands? The applescript commands would be run via a bash script or similar that would monitor the value returned by the USB ammeter's command-line app and issue the keypress events accordingly. Is there some other app that could be likewise scripted to display photos?Hoping someone has some hints to get us started in the right direction! Thanks!

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  • FileContentResult and international characters

    - by suzi167
    Hello, I am using a fileContentResult to render a file to the browser. It works well except that it throws an exception when the fileName contains international characters. I remember reading somewhere that this feature does not support international characters but I am sure there mustbe a workaround or a best practice people follow in cases the application needs to upload files in countries other than US. Does anyone know of such a practice?Here is the ActionResult Method public ActionResult GetFile(byte[] value, string fileName) { string fileExtension = Path.GetExtension(fileName); string contentType = GetContentType(fileExtension); //gets the content Type return File(value, contentType, fileName); } THanks in advance Susan

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  • Is being a programmer a younger person's job?

    - by Saobi
    After you get old, say past 30 or 40. Can you still keep up with the young coders from your company, those fresh out of school, who can code for 15+ hours on 10 cans of redbulls (most people in Google, Facebook, etc) ? And given the lightning speed with which today's programming frameworks and architectures evolve, can you keep up with the most up to date stuff and be as proficient at them as the next college grad? I know for jobs like unix/c/embedded programming, it might be that the older the better. But for programming jobs in say web development, social media, search engine technology, etc. Do you become less and less competitive career-wise versus youngsters? For example, most coders in Google and Facebook, I believe are under 25 years old. In other words, once you reach a certain age, would it be unwise to continue to be a coder, and is it better to try becoming a project manager or architect?

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  • Get the ID of user that like my page.

    - by jon
    Hello I would like to know if there is any API feature that can tell me which users liked my application page. I know that it is possible to check if a user is a fan of any given Page using page.isFan verification or to get the number of fans. But is it possible to get the fans' User ID? If so, is it possible to get that data ordered by the date they became fans of the page? For exemple usign FQL i can get the user ID of someone o like an facebook object like post or photo. http://developers.facebook.com/docs/reference/fql/like Can i do this for the people who liked my page? Thanks for any help or guideline .

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  • Is there a mode for different Paypal IPN?

    - by Doug
    I have a donation script at this moment where the user inputs the donation amount on the Paypal website. The problem with this is that some people donate $0.30 which equates to $0 after Paypal fees. I want to put first check the amount donated using an input on my website and then send off the amount to the Paypal website where they can continue to enter their credit card information and what not. How do I do this? Do I have to change to another mode? or am I supposed to send the amount to Paypal and then they'll know how it's handled?

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  • Regex: absolute url to relative url (C#)

    - by splatto
    I need a regex to run against strings like the one below that will convert absolute paths to relative paths under certain conditions. <p>This website is <strong>really great</strong> and people love it <img alt="" src="http://localhost:1379/Content/js/fckeditor/editor/images/smiley/msn/teeth_smile.gif" /></p> Rules: - If the url contains "/Content/" I would like to get the relative path - If the url does not contain "/Content/", it is an external file, and the absolute path should remain Regex unfortunatley is not my forte, and this is too advanced for me at this point. If anyone can offer some tips I'd appreciate it. Thanks in advance.

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  • Advice on e-commerce logging strategy

    - by yalestar
    I recently inherited an e-commerce app (Java/Struts) that I'm porting to Rails. The thing is, we frequently have to do forensics on orders by poring through the log files, and with the old app's logs (log4j wall of text) it's pretty hard to make sense of the individual orders when several people are placing orders simultaneously. So I'm soliciting advice on a good strategy for logging of these orders, like maybe logging each individual order to its own MongoDB collection based on unique cart ID? Or maybe group them by IP address? Something different entirely? Essentially, what is the best approach for logging of an online store so that it's easy to backtrace each user's interaction with the site?

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  • GPL License in closed source application

    - by Alec Smart
    Hello, This question has been asked multiple times I know. From what I understand, broadly speaking, if I include a GPL module in my app, I have to also release my app's source code for free. Now if the module is a java app (which I have modified) and included in my own java app, and say I use it as an applet on my website, do I need to distribute the source code to all the users visiting the website? Can I distribute the code only to people who ask for it? If I sell my applet, do I need to distribute the source code to all the users or ONLY to the users who purchase my applet? Thank you very much for your time.

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  • best method of turning millions of x,y,z positions of particles into visualisation

    - by Griff
    I'm interested in different algorithms people use to visualise millions of particles in a box. I know you can use Cloud-In-Cell, adaptive mesh, Kernel smoothing, nearest grid point methods etc to reduce the load in memory but there is very little documentation on how to do these things online. i.e. I have array with: x,y,z 1,2,3 4,5,6 6,7,8 xi,yi,zi for i = 100 million for example. I don't want a package like Mayavi/Paraview to do it, I want to code this myself then load the decomposed matrix into Mayavi (rather than on-the-fly rendering) My poor 8Gb Macbook explodes if I try and use the particle positions. Any tutorials would be appreciated.

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  • iPhone or Android for development?

    - by user974873
    I have programming experience and would like to start developing for mobile platforms. Now I see that iPhone and Android are both dominating he smartphone market, but also that more and more people are buying iPhones. Which one would be better to start developing for? I currently do not own a Mac but would purchase a Mac Mini if I was to buy an iPhone. Would it be better to buy iPhone and Mac because it will be better in the long run because of the amount of users or Android?

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  • Which jsPerf-test should I consider as standard for checking the performance of javascript template-engines

    - by bhargav
    I am on a search for a javascript template engine that has good performance when used in large js applications and is also very suitable for mobile applications. So I have gone through the various jsPerf-tests for these. There seems to be a lot which show different results and it is confusing to find out which is the standard test. Can some one guide me a standard jsPerf that I can refer to and that should also include following templates dust, underscore, hogan, mustache, handlebars. From what I have observed dot.js is a constant performer with good rendering speed, but is it mature enough for larger applications ? What is this "with" and "no with" that is shown in the jspref tests? Can some one explain. In all the tests I have seen popular templates like mustache, handlebars, dust, hogan,etc seems to be behind performance than other templates, so why people are using them leaving out the top performers,is it because of maturity of these template engines? Thanks in advance

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  • Update User Info with restful_authentication plugin in Rails?

    - by benoror
    Hi people, I want to give the users the ability to change their account info with restful_authentication plugin in rails. I added this two methods to my users controller: def edit @user = User.find(params[:id]) end def update @user = User.find(params[:id]) # Only update password when necessary params[:user].delete(:password) if pàrams[:user][:password].blank? respond_to do |format| if @user.update_attributes(params[:user]) flash[:notice] = 'User was successfully updated.' format.html { redirect_to(@user) } format.xml { head :ok } else format.html { render :action => "edit" } format.xml { render :xml => @user.errors, :status => :unprocessable_entity } end end end Also, I copied new.html.erb to edit.html.erb. Considering that resources are already defined in routes.rb I was expecting it to work easily, bute somehow when I click the save button it calls the create method, instead of update, using a POST http request. Inmediatly after that it autocatically log out form the session. Any ideas?

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  • MVC Project for review

    - by parminder
    I am very close to completion of a mvc project which I want to make public. I want people to review my codes and give me the feedback, so that I can improve my codes and make this project better. I will put this code on codeplex or at some other repository soon. Or is there any better way to get it reviewed. Also I havent written any test for that. I dont have much experience in that area, if somebody can do it, I will really be thankful.

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  • XSL: Dead or not dead

    - by Seattle Leonard
    I'm currently taking on a new project at home. In this project I'm going to be generating HTML emails. For this purpose, I believe XSL to be a good candidate. However, I have heard people say that XSL is a dead language, and if it's not that it is on it's way out. In fact, MS has been very leary to support XSL 2.0. Personally I feel that any time you are going from text to text, it is a great tool. Such as: Generating HTML e-mails Creating Open Office Docs Generating another XML doc What are your thoughts? Is it dead, or is it still a viable, usefull tool?

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  • How do you handle large repeated UI elements with JQuery

    - by jpoz
    Howdy, Here's the situation: You have a very complex UI element that is repeated in a list. Each has a menu on it, buttons, it hides and shows subelements, buttons for switch it's state, etc, etc. The elements are populated via JSON so you have to construct the elements and the functionality of the fly. What's the best way to accomplish this with JQuery? Where would you save the reusable template for the DOM structure? How would you add the behavior on? $().live? .livequery? onclick? manual after every JSON get? I guess I just see a lot of people doing different things. What's your experience with performance? Any insight would be much appreciated. Thanks, JPoz

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  • Is closing/disposing an SqlDataReader needed if you are already closing the sqlconnection?

    - by Brian
    I noticed This question, but my question is a bit more specific. Is there any advantage to using using (SqlConnection conn = new SqlConnection(conStr)) { using (SqlCommand command = new SqlCommand()) { // dostuff } } instead of using (SqlConnection conn = new SqlConnection(conStr)) { SqlCommand command = new SqlCommand(); // dostuff } Obviously it does matter run more than one command with the same connection, since closing an SqlDataReader is more efficient than closing and reopening a connection (calling conn.Close();conn.Open(); will also free up the connection). I see many people insist that failure to close the DataReader means leaving open connection resources around, but doesn't that only apply if you don't close the connection?

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