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  • LINQ to SQL left outer joins

    - by César
    Is this query equivalent to a LEFT OUTER join? var rows = from a in query join s in context.ViewSiteinAdvise on a.Id equals s.SiteInAdviseId where a.Order == s.Order select new {....}; I tried this but it did not result from s in ViewSiteinAdvise join q in query on s.SiteInAdviseId equals q.Id into sa from a in sa.DefaultIfEmpty() where s.Order == a.Order select new {s,a} I need all columns from View

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  • Will First() perform the OrderBy()?

    - by Martin
    Is there any difference in (asymptotic) performance between Orders.OrderBy(order => order.Date).First() and Orders.Where(order => order.Date == Orders.Max(x => x.Date)); i.e. will First() perform the OrderBy()? I'm guessing no. MSDN says enumerating the collection via foreach och GetEnumerator does but the phrasing does not exclude other extensions.

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  • jQuery: What to do with the list that sortable('serialize') returns?

    - by bartclaeys
    With jQuery I'm retrieving positions of a sortable list using 'serialize', like this: var order = $('ul').sortable('serialize'); The variable 'order' then receives the following: id[]=2&id[]=3&id[]=1&id[]=4&id[]=5 Now how can I use this data in an ajax call? This is how I plan to do it, but it's ugly and I can't change the parameter name 'id': $.post('ajax.php?'+order,{action:'updateOrder'}); Maybe I need to unserialize, then implode the variable 'order' and assign it to just one parameter?

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  • Questions about jQuery's getScript()

    - by Nimbuz
    $.getScript("somescript.js", function() { alert('Load Complete'); }); Once loaded, is it cached or is it loaded again if referenced more than once? If an event depends on this file being loaded, will the event be delayed of fail/timeout in case the file takes longer to load or doesn't load? How do I check and do something in case the file fails to load for some reason? Thanks in advance for your help.

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  • Problem in sql query

    - by Vishwa
    Hi I have 2 tables Order and orderDetails table... I have written a inner join SELECT Order.id FROM Order INNER JOIN orderDetails ON Order.id=orderDetails.id I have got the output as id 100 100 100 101 101 from the above data i want the count of each record OUTPUT AS : id count 100 3 101 2 help me i am new to sql

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  • Is content from AJAX call added to Django context variable

    - by John
    Hi, I am using the JQuery load function to load part of my page. Can I access the variables from that page in the page that loads it. e.g. Page A uses JQuery load function to load B Page B loads and sets a variable in context called pageB_var which holds a django object Page A can then access this variable by doing {{pageB_var}} since it was added to the context If not what is the best way of doing this? Thanks

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  • linq subquery child collection to string

    - by bill
    Hi All, i am trying to figure out how to write a linq query that will return a child collections "name" property as a string. I have a BO that has a "options" property where the options are the "name" property of each option in an "order" object. I would like the result to look something like order.id = 12312 order.date = 12/03/10 order.options = "Option 1 Name, Option 2 Name, Option 3 Name" I hope this makes sense. thanks for any and all help!

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  • Doubt in stored procedure in asp.net

    - by Surya sasidhar
    hi, i am writing a sotreprocedure displaying month and year it is working but it is not coming in a order descending order can u help me my procedure like below... ALTER procedure [dbo].[audioblog_getarchivedates] as begin select DateName(Month,a.createddate) + ' ' + DateName(Year,a.createddate) as ArchiveDate from audio_blog a group by DateName(Month,a.createddate) + ' ' + DateName(Year,a.createddate) order by DateName(Month,a.createddate) + ' ' + DateName(Year,a.createddate) desc end result will come like this March 2010 January 2010 February 2010 but it is not in a order (desc) can u help me

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  • Is there a Railstutorial-quality tutorial for a PHP framework?

    - by tnorthcutt
    Is there a tutorial along the lines of Michael Hartl's Rails Tutorial for a (widely used) PHP framework? Obviously there are tons of tutorials for e.g. Codeigniter, CakePHP, Symfony, etc., but I haven't been able to find one that is as extensive as Rails Tutorial is. Ideally, I'd like something that takes you from nothing to building a complete, functioning application with at least a decent amount of complexity.

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • "Could not load file or assembly 'XXX.YYY' or one of its dependencies. The system cannot find the file specified."

    - by Niall Collins
    I have a .net visual studio solution with a number of projects (class libraries and a web application). I did some refractoring which moved files between projects, created new projects, deleted ones not being used and renamed some existing projects. The solution builds without an issue but when I run the web application, the following exception occurs: "Could not load file or assembly 'XXX.YYY' or one of its dependencies. The system cannot find the file specified." The project called XXX.YYY which was deleted in the refractoring outputed a dll called XXX.YYY. But this isnt used anywhere in the application. I deleted the web applications obj directory and bin folder and rebuild but it still occurs. Anyone have any ideas when this might be occurring, any tips??

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  • Linq 2 SQL using base class and WCF

    - by Gena Verdel
    Hi all. I have the following problem: I'm using L2S for generating entity classes. All these classes share the same property ID which is autonumber. So I figured to put this property to base class and extend all entity classes from the base one. In order to be able to read the value I'm using the override modifier on this property in each and every entity class. Up to now it's live and kicking. Then I decided to introduce another tier - services using WCF approach. I've modified the Serialization mode to Unidirectional (and added the IsReference=true attribute to enable two directions), also added [DataContract] attribute to the BaseObject class. WCF is able to transport the whole object but one property , which is ID. Applying [DataMember] attribute on ID property at the base class resulted in nothing. Am I missing something? Is what I'm trying to achieve possible at all? [DataContract()] abstract public class BaseObject : IIccObject public virtual long ID { get; set; } [Table(Name="dbo.Blocks")] [DataContract(IsReference=true)] public partial class Block : INotifyPropertyChanging, INotifyPropertyChanged { private static PropertyChangingEventArgs emptyChangingEventArgs = new PropertyChangingEventArgs(String.Empty); private long _ID; private int _StatusID; private string _Name; private bool _IsWithControlPoints; private long _DivisionID; private string _SHAPE; private EntitySet<BlockByWorkstation> _BlockByWorkstations; private EntitySet<PlanningPointAppropriation> _PlanningPointAppropriations; private EntitySet<Neighbor> _Neighbors; private EntitySet<Neighbor> _Neighbors1; private EntitySet<Task> _Tasks; private EntitySet<PlanningPointByBlock> _PlanningPointByBlocks; private EntityRef<Division> _Division; private bool serializing; #region Extensibility Method Definitions partial void OnLoaded(); partial void OnValidate(System.Data.Linq.ChangeAction action); partial void OnCreated(); partial void OnIDChanging(long value); partial void OnIDChanged(); partial void OnStatusIDChanging(int value); partial void OnStatusIDChanged(); partial void OnNameChanging(string value); partial void OnNameChanged(); partial void OnIsWithControlPointsChanging(bool value); partial void OnIsWithControlPointsChanged(); partial void OnDivisionIDChanging(long value); partial void OnDivisionIDChanged(); partial void OnSHAPEChanging(string value); partial void OnSHAPEChanged(); #endregion public Block() { this.Initialize(); } [Column(Storage="_ID", AutoSync=AutoSync.OnInsert, DbType="BigInt NOT NULL IDENTITY", IsPrimaryKey=true, IsDbGenerated=true)] [DataMember(Order=1)] public override long ID { get { return this._ID; } set { if ((this._ID != value)) { this.OnIDChanging(value); this.SendPropertyChanging(); this._ID = value; this.SendPropertyChanged("ID"); this.OnIDChanged(); } } } [Column(Storage="_StatusID", DbType="Int NOT NULL")] [DataMember(Order=2)] public int StatusID { get { return this._StatusID; } set { if ((this._StatusID != value)) { this.OnStatusIDChanging(value); this.SendPropertyChanging(); this._StatusID = value; this.SendPropertyChanged("StatusID"); this.OnStatusIDChanged(); } } } [Column(Storage="_Name", DbType="NVarChar(255)")] [DataMember(Order=3)] public string Name { get { return this._Name; } set { if ((this._Name != value)) { this.OnNameChanging(value); this.SendPropertyChanging(); this._Name = value; this.SendPropertyChanged("Name"); this.OnNameChanged(); } } } [Column(Storage="_IsWithControlPoints", DbType="Bit NOT NULL")] [DataMember(Order=4)] public bool IsWithControlPoints { get { return this._IsWithControlPoints; } set { if ((this._IsWithControlPoints != value)) { this.OnIsWithControlPointsChanging(value); this.SendPropertyChanging(); this._IsWithControlPoints = value; this.SendPropertyChanged("IsWithControlPoints"); this.OnIsWithControlPointsChanged(); } } } [Column(Storage="_DivisionID", DbType="BigInt NOT NULL")] [DataMember(Order=5)] public long DivisionID { get { return this._DivisionID; } set { if ((this._DivisionID != value)) { if (this._Division.HasLoadedOrAssignedValue) { throw new System.Data.Linq.ForeignKeyReferenceAlreadyHasValueException(); } this.OnDivisionIDChanging(value); this.SendPropertyChanging(); this._DivisionID = value; this.SendPropertyChanged("DivisionID"); this.OnDivisionIDChanged(); } } } [Column(Storage="_SHAPE", DbType="Text", UpdateCheck=UpdateCheck.Never)] [DataMember(Order=6)] public string SHAPE { get { return this._SHAPE; } set { if ((this._SHAPE != value)) { this.OnSHAPEChanging(value); this.SendPropertyChanging(); this._SHAPE = value; this.SendPropertyChanged("SHAPE"); this.OnSHAPEChanged(); } } } [Association(Name="Block_BlockByWorkstation", Storage="_BlockByWorkstations", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=7, EmitDefaultValue=false)] public EntitySet<BlockByWorkstation> BlockByWorkstations { get { if ((this.serializing && (this._BlockByWorkstations.HasLoadedOrAssignedValues == false))) { return null; } return this._BlockByWorkstations; } set { this._BlockByWorkstations.Assign(value); } } [Association(Name="Block_PlanningPointAppropriation", Storage="_PlanningPointAppropriations", ThisKey="ID", OtherKey="MasterBlockID")] [DataMember(Order=8, EmitDefaultValue=false)] public EntitySet<PlanningPointAppropriation> PlanningPointAppropriations { get { if ((this.serializing && (this._PlanningPointAppropriations.HasLoadedOrAssignedValues == false))) { return null; } return this._PlanningPointAppropriations; } set { this._PlanningPointAppropriations.Assign(value); } } [Association(Name="Block_Neighbor", Storage="_Neighbors", ThisKey="ID", OtherKey="FirstBlockID")] [DataMember(Order=9, EmitDefaultValue=false)] public EntitySet<Neighbor> Neighbors { get { if ((this.serializing && (this._Neighbors.HasLoadedOrAssignedValues == false))) { return null; } return this._Neighbors; } set { this._Neighbors.Assign(value); } } [Association(Name="Block_Neighbor1", Storage="_Neighbors1", ThisKey="ID", OtherKey="SecondBlockID")] [DataMember(Order=10, EmitDefaultValue=false)] public EntitySet<Neighbor> Neighbors1 { get { if ((this.serializing && (this._Neighbors1.HasLoadedOrAssignedValues == false))) { return null; } return this._Neighbors1; } set { this._Neighbors1.Assign(value); } } [Association(Name="Block_Task", Storage="_Tasks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=11, EmitDefaultValue=false)] public EntitySet<Task> Tasks { get { if ((this.serializing && (this._Tasks.HasLoadedOrAssignedValues == false))) { return null; } return this._Tasks; } set { this._Tasks.Assign(value); } } [Association(Name="Block_PlanningPointByBlock", Storage="_PlanningPointByBlocks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=12, EmitDefaultValue=false)] public EntitySet<PlanningPointByBlock> PlanningPointByBlocks { get { if ((this.serializing && (this._PlanningPointByBlocks.HasLoadedOrAssignedValues == false))) { return null; } return this._PlanningPointByBlocks; } set { this._PlanningPointByBlocks.Assign(value); } } [Association(Name="Division_Block", Storage="_Division", ThisKey="DivisionID", OtherKey="ID", IsForeignKey=true, DeleteOnNull=true, DeleteRule="CASCADE")] public Division Division { get { return this._Division.Entity; } set { Division previousValue = this._Division.Entity; if (((previousValue != value) || (this._Division.HasLoadedOrAssignedValue == false))) { this.SendPropertyChanging(); if ((previousValue != null)) { this._Division.Entity = null; previousValue.Blocks.Remove(this); } this._Division.Entity = value; if ((value != null)) { value.Blocks.Add(this); this._DivisionID = value.ID; } else { this._DivisionID = default(long); } this.SendPropertyChanged("Division"); } } } public event PropertyChangingEventHandler PropertyChanging; public event PropertyChangedEventHandler PropertyChanged; protected virtual void SendPropertyChanging() { if ((this.PropertyChanging != null)) { this.PropertyChanging(this, emptyChangingEventArgs); } } protected virtual void SendPropertyChanged(String propertyName) { if ((this.PropertyChanged != null)) { this.PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } private void attach_BlockByWorkstations(BlockByWorkstation entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_BlockByWorkstations(BlockByWorkstation entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_PlanningPointAppropriations(PlanningPointAppropriation entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_PlanningPointAppropriations(PlanningPointAppropriation entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_Neighbors(Neighbor entity) { this.SendPropertyChanging(); entity.FirstBlock = this; } private void detach_Neighbors(Neighbor entity) { this.SendPropertyChanging(); entity.FirstBlock = null; } private void attach_Neighbors1(Neighbor entity) { this.SendPropertyChanging(); entity.SecondBlock = this; } private void detach_Neighbors1(Neighbor entity) { this.SendPropertyChanging(); entity.SecondBlock = null; } private void attach_Tasks(Task entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_Tasks(Task entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_PlanningPointByBlocks(PlanningPointByBlock entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_PlanningPointByBlocks(PlanningPointByBlock entity) { this.SendPropertyChanging(); entity.Block = null; } private void Initialize() { this._BlockByWorkstations = new EntitySet<BlockByWorkstation>(new Action<BlockByWorkstation>(this.attach_BlockByWorkstations), new Action<BlockByWorkstation>(this.detach_BlockByWorkstations)); this._PlanningPointAppropriations = new EntitySet<PlanningPointAppropriation>(new Action<PlanningPointAppropriation>(this.attach_PlanningPointAppropriations), new Action<PlanningPointAppropriation>(this.detach_PlanningPointAppropriations)); this._Neighbors = new EntitySet<Neighbor>(new Action<Neighbor>(this.attach_Neighbors), new Action<Neighbor>(this.detach_Neighbors)); this._Neighbors1 = new EntitySet<Neighbor>(new Action<Neighbor>(this.attach_Neighbors1), new Action<Neighbor>(this.detach_Neighbors1)); this._Tasks = new EntitySet<Task>(new Action<Task>(this.attach_Tasks), new Action<Task>(this.detach_Tasks)); this._PlanningPointByBlocks = new EntitySet<PlanningPointByBlock>(new Action<PlanningPointByBlock>(this.attach_PlanningPointByBlocks), new Action<PlanningPointByBlock>(this.detach_PlanningPointByBlocks)); this._Division = default(EntityRef<Division>); OnCreated(); } [OnDeserializing()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnDeserializing(StreamingContext context) { this.Initialize(); } [OnSerializing()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnSerializing(StreamingContext context) { this.serializing = true; } [OnSerialized()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnSerialized(StreamingContext context) { this.serializing = false; } }

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  • Print directly to CUPS server from non-local clients (Ubuntu 14.04)

    - by OEP
    I set up a CUPS server with a few queues and printing from local clients (the CUPS test page and Samba) seems to work just fine. It seems like the CUPS server is denying non-local clients though: 130.127.48.70 - - [03/Jun/2014:14:29:19 -0400] "POST /printers/m137 HTTP/1.1" 200 390 Validate-Job successful-ok 130.127.48.70 - - [03/Jun/2014:14:29:19 -0400] "POST /printers/m137 HTTP/1.1" 200 339 Create-Job client-error-not-authorized localhost - - [03/Jun/2014:14:40:50 -0400] "POST /printers/m137 HTTP/1.1" 200 410869 Print-Job successful-ok This makes me think I have some sort of host-based restriction in my configuration file, but I can't find it. I've even set my default policy to Allow all only to get the same log message. I'm working from a configuration file which had previously worked on an older version of CUPS, which looks quite similar to the example cupsd.conf. I could be wrong but it looks like that final <Limit All> block ought to allow the actions the logs complain about. MaxLogSize 2000000000 # Log general information in error_log - change "info" to "debug" for # troubleshooting... LogLevel info #AccessLog syslog #ErrorLog syslog #PageLog syslog # Administrator user group... SystemGroup sys root lp # Only listen for connections from the local machine. Listen 0.0.0.0:631 Listen :::631 Listen /var/run/cups/cups.sock ServerName <snipped> # Show shared printers on the local network. Browsing Off BrowseOrder allow,deny # (Change '@LOCAL' to 'ALL' if using directed broadcasts from another subnet.) BrowseAllow @LOCAL # Default authentication type, when authentication is required... DefaultAuthType Basic # Restrict access to the server... <Location /> Order allow,deny Allow all </Location> # Restrict access to the admin pages... <Location /admin> AuthType Default Require user @SYSTEM Encryption Required Order allow,deny Allow all </Location> # Restrict access to configuration files... <Location /admin/conf> AuthType Default Require user @SYSTEM Encryption Required Order allow,deny Allow all </Location> # Set the default printer/job policies... <Policy default> # Job-related operations must be done by the owner or an administrator... <Limit Send-Document Send-URI Hold-Job Release-Job Restart-Job Purge-Jobs Set-Job-Attributes Create-Job-Subscription Renew-Subscription Cancel-Subscription Get-Notifications Reprocess-Job Cancel-Current-Job Suspend-Current-Job Resume-Job CUPS-Move-Job> Require user @OWNER @SYSTEM Order deny,allow </Limit> # All administration operations require an administrator to authenticate... <Limit CUPS-Add-Modify-Printer CUPS-Delete-Printer CUPS-Add-Modify-Class CUPS-Delete-Class CUPS-Set-Default> AuthType Default Require user @SYSTEM Order deny,allow </Limit> # All printer operations require a printer operator to authenticate... <Limit Pause-Printer Resume-Printer Enable-Printer Disable-Printer Pause-Printer-After-Current-Job Hold-New-Jobs Release-Held-New-Jobs Deactivate-Printer Activate-Printer Restart-Printer Shutdown-Printer Startup-Printer Promote-Job Schedule-Job-After CUPS-Accept-Jobs CUPS-Reject-Jobs> AuthType Default Require user @SYSTEM Order deny,allow </Limit> # Only the owner or an administrator can cancel or authenticate a job... <Limit Cancel-Job CUPS-Authenticate-Job> Require user @OWNER @SYSTEM Order deny,allow </Limit> <Limit All> Order allow,deny </Limit> </Policy>

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  • Queued Loadtest to remove Concurrency issues using Shared Data Service in OpenScript

    - by stefan.thieme(at)oracle.com
    Queued Processing to remove Concurrency issues in Loadtest ScriptsSome scripts act on information returned by the server, e.g. act on first item in the returned list of pending tasks/actions. This may lead to concurrency issues if the virtual users simulated in a load test scenario are not synchronized in some way.As the load test cases should be carried out in a comparable and straight forward manner simply cancel a transaction in case a collision occurs is clearly not an option. In case you increase the number of virtual users this approach would lead to a high number of requests for the early steps in your transaction (e.g. login, retrieve list of action points, assign an action point to the virtual user) but later steps would be rarely visited successfully or at all, depending on the application logic.A way to tackle this problem is to enqueue the virtual users in a Shared Data Service queue. Only the first virtual user in this queue will be allowed to carry out the critical steps (retrieve list of action points, assign an action point to the virtual user) in your transaction at any one time.Once a virtual user has passed the critical path it will dequeue himself from the head of the queue and continue with his actions. This does theoretically allow virtual users to run in parallel all steps of the transaction which are not part of the critical path.In practice it has been seen this is rarely the case, though it does not allow adding more than N users to perform a transaction without causing delays due to virtual users waiting in the queue. N being the time of the total transaction divided by the sum of the time of all critical steps in this transaction.While this problem can be circumvented by allowing multiple queues to act on individual segments of the list of actions, e.g. per country filter, ends with 0..9 filter, etc.This would require additional handling of these additional queues of slots for the virtual users at the head of the queue in order to maintain the mutually exclusive access to the first element in the list returned by the server at any one time of the load test. Such an improved handling of multiple queues and/or multiple slots is above the subject of this paper.Shared Data Services Pre-RequisitesStart WebLogic Server to host Shared Data ServicesYou will have to make sure that your WebLogic server is installed and started. Shared Data Services may not work if you installed only the minimal installation package for OpenScript. If however you installed the default package including OLT and OTM, you may follow the instructions below to start and verify WebLogic installation.To start the WebLogic Server deployed underneath of Oracle Load Testing and/or Oracle Test Manager you can go to your Start menu, Oracle Application Testing Suite and select the Restart Oracle Application Testing Suite Application Service entry from the Tools submenu.To verify the service has been started you can run the Microsoft Management Console for Services by Selecting Run from the Start Menu and entering services.msc. Look for the entry that reads Oracle Application Testing Suite Application Service, once it has changed it status from Starting to Started you can proceed to verify the login. Please note that this may take several minutes, I would say up to 10 minutes depending on the strength of your CPU horse-power.Verify WebLogic Server user credentialsYou will have to make sure that your WebLogic Server is installed and started. Next open the Oracle WebLogic Server Adminstration Console on http://localhost:8088/console.It may take a while until the application is deployed and started. It may display the following until the Administration Console has been deployed on the fly.Afterwards you can login using the username oats and the password that you selected during install time for your Application Testing Suite administrative purposes.This will bring up the Home page of you WebLogic Server. You have actually verified that you are able to login with these credentials already. However if you want to check the details, navigate to Security Realms, myrealm, Users and Groups tab.Here you could add users to your WebLogic Server which could be used in the later steps. Details on the Groups required for such a custom user to work are exceeding this quick overview and have to be selected with the WebLogic Server Adminstration Guide in mind.Shared Data Services pre-requisites for Load testingOpenScript Preferences have to be set to enable Encryption and provide a default Shared Data Service Connection for Playback.These are pre-requisites you want to use for load testing with Shared Data Services.Please note that the usage of the Connection Parameters (individual directive in the script) for Shared Data Services did not playback reliably in the current version 9.20.0370 of Oracle Load Testing (OLT) and encryption of credentials still seemed to be mandatory as well.General Encryption settingsSelect OpenScript Preferences from the View menu and navigate to the General, Encryption entry in the tree on the left. Select the Encrypt script data option from the list and enter the same password that you used for securing your WebLogic Server Administration Console.Enable global shared data access credentialsSelect OpenScript Preferences from the View menu and navigate to the Playback, Shared Data entry in the tree on the left. Enable the global shared data access credentials and enter the Address, User name and Password determined for your WebLogic Server to host Shared Data Services.Please note, that you may want to replace the localhost in Address with the hosts realname in case you plan to run load tests with Loadtest Agents running on remote systems.Queued Processing of TransactionsEnable Shared Data Services Module in Script PropertiesThe Shared Data Services Module has to be enabled for each Script that wants to employ the Shared Data Service Queue functionality in OpenScript. It can be enabled under the Script menu selecting Script Properties. On the Script Properties Dialog select the Modules section and check Shared Data to enable Shared Data Service Module for your script. Checking the Shared Data Services option will effectively add a line to your script code that adds the sharedData ScriptService to your script class of IteratingVUserScript.@ScriptService oracle.oats.scripting.modules.sharedData.api.SharedDataService sharedData;Record your scriptRecord your script as usual and then add the following things for Queue handling in the Initialize code block, before the first step and after the last step of your critical path and in the Finalize code block.The java code to be added at individual locations is explained in the following sections in full detail.Create a Shared Data Queue in InitializeTo create a Shared Data Queue go to the Java view of your script and enter the following statements to the initialize() code block.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);This will create an instantiation of the Shared Data Queue object named queueA which is maintained for upto 120 minutes.If you want to use the code for multiple scripts, make sure to use a different queue name for each one here and in the subsequent steps. You may even consider to use a dynamic queueName based on filters of your result list being concurrently accessed.Prepare a unique id for each IterationIn order to keep track of individual virtual users in our queue we need to create a unique identifier from the virtual user id and the used username right after retrieving the next record from our databank file.getDatabank("Usernames").getNextDatabankRecord();getVariables().set("usernameValue1","VU_{{@vuid}}_{{@iterationnum}}_{{db.Usernames.Username}}_{{@timestamp}}_{{@random(10000)}}");String usernameValue = getVariables().get("usernameValue1");info("Now running virtual user " + usernameValue);As you can see from the above code block, we have set the OpenScript variable usernameValue1 to VU_{{@vuid}}_{{@iterationnum}}_{{db.Usernames.Username}}_{{@timestamp}}_{{@random(10000)}} which is a concatenation of the virtual user id and the iterationnumber for general uniqueness; as well as the username from our databank, the timestamp and a random number for making it further unique and ease spotting of errors.Not all of these fields are actually required to make it really unique, but adding the queue name may also be considered to help troubleshoot multiple queues.The value is then retrieved with the getVariables.get() method call and assigned to the usernameValue String used throughout the script.Please note that moving the getDatabank("Usernames").getNextDatabankRecord(); call to the initialize block was later considered to remove concurrency of multiple virtual users running with the same userid and therefor accessing the same "My Inbox" in step 6. This will effectively give each virtual user a userid from the databank file. Make sure you have enough userids to remove this second hurdle.Enqueue and attend Queue before Critical PathTo maintain the right order of virtual users being allowed into the critical path of the transaction the following pseudo step has to be added in front of the first critical step. In the case of this example this is right in front of the step where we retrieve the list of actions from which we select the first to be assigned to us.beginStep("[0] Waiting in the Queue", 0);{info("Enqueued virtual user " + usernameValue + " at the end of queueA");sharedData.offerLast("queueA", usernameValue);info("Wait until the user is the first in queueA");String queueValue1 = null;do {// we wait for at least 0.7 seconds before we check the head of the// queue. This is the time it takes one user to move through the// critical path, i.e. pass steps [5] Enter country and [6] Assign// to meThread.sleep(700);queueValue1 = (String) sharedData.peekFirst("queueA");info("The first user in queueA is currently: '" + queueValue1 + "' " + queueValue1.getClass() + " length " + queueValue1.length() );info("The current user is '"+ usernameValue + "' " + usernameValue.getClass() + " length " + usernameValue.length() + ": indexOf " + usernameValue.indexOf(queueValue1) + " equals " + usernameValue.equals(queueValue1) );} while ( queueValue1.indexOf(usernameValue) < 0 );info("Now the user is the first in queueA");}endStep();This will enqueue the username to the tail of our Queue. It will will wait for at least 700 milliseconds, the time it takes for one user to exit the critical path and then compare the head of our queue with it's username. This last step will be repeated while the two are not equal (indexOf less than zero). If they are equal the indexOf will yield a value of zero or larger and we will perform the critical steps.Dequeue after Critical PathAfter the virtual user has left the critical path and complete its last step the following code block needs to dequeue the virtual user. In the case of our example this is right after the action has been actually assigned to the virtual user. This will allow the next virtual user to retrieve the list of actions still available and in turn let him make his selection/assignment.info("Get and remove the current user from the head of queueA");String pollValue1 = (String) sharedData.pollFirst("queueA");The current user is removed from the head of the queue. The next one will now be able to match his username against the head of the queue.Clear and Destroy Queue for FinishWhen the script has completed, it should clear and destroy the queue. This code block can be put in the finish block of your script and/or in a separate script in order to clear and remove the queue in case you have spotted an error or want to reset the queue for some reason.info("Clear queueA");sharedData.clearQueue("queueA");info("Destroy queueA");sharedData.destroyQueue("queueA");The users waiting in queueA are cleared and the queue is destroyed. If you have scripts still executing they will be caught in a loop.I found it better to maintain a separate Reset Queue script which contained only the following code in the initialize() block. I use to call this script to make sure the queue is cleared in between multiple Loadtest runs. This script could also even be added as the first in a larger scenario, which would execute it only once at very start of the Loadtest and make sure the queues do not contain any stale entries.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);info("Clear queueA");sharedData.clearQueue("queueA");This will create a Shared Data Queue instance of queueA and clear all entries from this queue.Monitoring QueueWhile creating the scripts it was useful to monitor the contents, i.e. the current first user in the Queue. The following code block will make sure the Shared Data Queue is accessible in the initialize() block.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);In the run() block the following code will continuously monitor the first element of the Queue and write an informational message with the current username Value to the Result window.info("Monitor the first users in queueA");String queueValue1 = null;do {queueValue1 = (String) sharedData.peekFirst("queueA");if (queueValue1 != null)info("The first user in queueA is currently: '" + queueValue1 + "' " + queueValue1.getClass() + " length " + queueValue1.length() );} while ( true );This script can be run from OpenScript parallel to a loadtest performed by the Oracle Load Test.However it is not recommend to run this in a production loadtest as the performance impact is unknown. Accessing the Queue's head with the peekFirst() method has been reported with about 2 seconds response time by both OpenScript and OTL. It is advised to log a Service Request to see if this could be lowered in future releases of Application Testing Suite, as the pollFirst() and even offerLast() writing to the tail of the Queue usually returned after an average 0.1 seconds.Debugging QueueWhile debugging the scripts the following was useful to remove single entries from its head, i.e. the current first user in the Queue. The following code block will make sure the Shared Data Queue is accessible in the initialize() block.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);In the run() block the following code will remove the first element of the Queue and write an informational message with the current username Value to the Result window.info("Get and remove the current user from the head of queueA");String pollValue1 = (String) sharedData.pollFirst("queueA");info("The first user in queueA was currently: '" + pollValue1 + "' " + pollValue1.getClass() + " length " + pollValue1.length() );ReferencesOracle Functional Testing OpenScript User's Guide Version 9.20 [E15488-05]Chapter 17 Using the Shared Data Modulehttp://download.oracle.com/otn/nt/apptesting/oats-docs-9.21.0030.zipOracle Fusion Middleware Oracle WebLogic Server Administration Console Online Help 11g Release 1 (10.3.4) [E13952-04]Administration Console Online Help - Manage users and groupshttp://download.oracle.com/docs/cd/E17904_01/apirefs.1111/e13952/taskhelp/security/ManageUsersAndGroups.htm

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  • Entity Framework v1 &hellip; Brief Synopsis and Tips &ndash; Part 2

    - by Rohit Gupta
    Using Entity Framework with ASMX Web sErvices and WCF Web Service: If you use ASMX WebService to expose Entity objects from Entity Framework... then the ASMX Webservice does not  include object graphs, one work around is to use Facade pattern or to use WCF Service. The other important aspect of using ASMX Web Services along with Entity Framework is that the ASMX Client is not aware of the existence of EF v1 since the client solely deals with C# objects (not EntityObjects or ObjectContext). Since the client is not aware of the ObjectContext hence the client cannot participate in change tracking since the client only receives the Current Values and not the Orginal values when the service sends the the Entity objects to the client. Thus there are 2 drawbacks to using EntityFramework with ASMX Web Service: 1. Object state is not maintained... so to overcome this limitation we need insert/update single entity at a time and retrieve the original values for the entity being updated on the server/service end before calling Save Changes. 2. ASMX does not maintain object graphs... i.e. Customer.Reservations or Customer.Reservations.Trip relationships are not maintained. Thus you need to send these relationships separately from service to client. WCF Web Service overcomes the object graph limitation of ASMX Web Service, but we need to insure that we are populating all the non-null scalar properties of all the objects in the object graph before calling Update. WCF Web service still cannot overcome the second limitation of tracking changes to entities at the client end. Also note that the "Customer" class in the Client is very different from the "Customer" class in the Entity Framework Model Entities. They are incompatible with each other hence we cannot cast one to the other. However the .NET Framework translates the client "Customer" Entity to the EFv1 Model "customer" Entity once the entity is serialzed back on the ASMX server end. If you need change tracking enabled on the client then we need to use WCF Data Services which is available with VS 2010. ====================================================================================================== In WCF when adding an object that has relationships, the framework assumes that every object in the object graph needs to be added to store. for e.g. in a Customer.Reservations.Trip object graph, when a Customer Entity is added to the store, the EFv1 assumes that it needs to a add a Reservations collection and also Trips for each Reservation. Thus if we need to use existing Trips for reservations then we need to insure that we null out the Trip object reference from Reservations and set the TripReference to the EntityKey of the desired Trip instead. ====================================================================================================== Understanding Relationships and Associations in EFv1 The Golden Rule of EF is that it does not load entities/relationships unless you ask it to explicitly do so. However there is 1 exception to this rule. This exception happens when you attach/detach entities from the ObjectContext. If you detach an Entity in a ObjectGraph from the ObjectContext, then the ObjectContext removes the ObjectStateEntry for this Entity and all the relationship Objects associated with this Entity. For e.g. in a Customer.Order.OrderDetails if the Customer Entity is detached from the ObjectContext then you cannot traverse to the Order and OrderDetails Entities (that still exist in the ObjectContext) from the Customer Entity(which does not exist in the Object Context) Conversely, if you JOIN a entity that is not in the ObjectContext with a Entity that is in the ObjContext then the First Entity will automatically be added to the ObjContext since relationships for the 2 Entities need to exist in the ObjContext. ========================================================= You cannot attach an EntityCollection to an entity through its navigation property for e.g. you cannot code myContact.Addresses = myAddressEntityCollection ========================================================== Cascade Deletes in EDM: The Designer does not support specifying cascase deletes for a Entity. To enable cascasde deletes on a Entity in EDM use the Association definition in CSDL for the Entity. for e.g. SalesOrderDetail (SOD) has a Foreign Key relationship with SalesOrderHeader (SalesOrderHeader 1 : SalesOrderDetail *) if you specify a cascade Delete on SalesOrderHeader Entity then calling deleteObject on SalesOrderHeader (SOH) Entity will send delete commands for SOH record and all the SOD records that reference the SOH record. ========================================================== As a good design practise, if you use Cascade Deletes insure that Cascade delete facet is used both in the EDM as well as in the database. Even though it is not absolutely mandatory to have Cascade deletes on both Database and EDM (since you can see that just the Cascade delete spec on the SOH Entity in EDM will insure that SOH record and all related SOD records will be deleted from the database ... even though you dont have cascade delete configured in the database in the SOD table) ============================================================== Maintaining relationships in Code When Setting a Navigation property of a Entity (for e.g. setting the Contact Navigation property of Address Entity) the following rules apply : If both objects are detached, no relationship object will be created. You are simply setting a property the CLR way. If both objects are attached, a relationship object will be created. If only one of the objects is attached, the other will become attached and a relationship object will be created. If that detached object is new, when it is attached to the context its EntityState will be Added. One important rule to remember regarding synchronizing the EntityReference.Value and EntityReference.EntityKey properties is that when attaching an Entity which has a EntityReference (e.g. Address Entity with ContactReference) the Value property will take precedence and if the Value and EntityKey are out of sync, the EntityKey will be updated to match the Value. ====================================================== If you call .Load() method on a detached Entity then the .Load() operation will throw an exception. There is one exception to this rule. If you load entities using MergeOption.NoTracking, you will be able to call .Load() on such entities since these Entities are accessible by the ObjectContext. So the bottomline is that we need Objectontext to be able to call .Load() method to do deffered loading on EntityReference or EntityCollection. Another rule to remember is that you cannot call .Load() on entities that have a EntityState.Added State since the ObjectContext uses the EntityKey of the Primary (Parent) Entity when loading the related (Child) Entity (and not the EntityKey of the child (even if the EntityKey of the child is present before calling .Load()) ====================================================== You can use ObjContext.Add() to add a entity to the ObjContext and set the EntityState of the new Entity to EntityState.Added. here no relationships are added/updated. You can also use EntityCollection.Add() method to add an entity to another entity's related EntityCollection for e.g. contact has a Addresses EntityCollection so to add a new address use contact.Addresses.Add(newAddress) to add a new address to the Addresses EntityCollection. Note that if the entity does not already exist in the ObjectContext then calling contact.Addresses.Add(myAddress) will cause a new Address Entity to be added to the ObjContext with EntityState.Added and it will also add a RelationshipEntry (a relationship object) with EntityState.Added which connects the Contact (contact) with the new address newAddress. Note that if the entity already exists in the Objectcontext (being part theOtherContact.Addresses Collection), then calling contact.Addresses.Add(existingAddress) will add 2 RelationshipEntry objects to the ObjectStateEntry Collection, one with EntityState.Deleted and the other with EntityState.Added. This implies that the existingAddress Entity is removed from the theOtherContact.Addresses Collection and Added to the contact.Addresses Collection..effectively reassigning the address entity from the theOtherContact to "contact". This is called moving an existing entity to a new object graph. ====================================================== You usually use ObjectContext.Attach() and EntityCollection.Attach() methods usually when you need to reconstruct the ObjectGraph after deserializing the objects as received from a ASMX Web Service Client. Attach is usually used to connect existing Entities in the ObjectContext. When EntityCollection.Attach() is called the EntityState of the RelationshipEntry (the relationship object) remains as EntityState.unchanged whereas when EntityCollection.Add() method is called the EntityState of the relationship object changes to EntityState.Added or EntityState.Deleted as the situation demands. ========================================================= LINQ To Entities Tips: Select Many does Inner Join by default.   for e.g. from c in Contact from a in c.Address select c ... this will do a Inner Join between the Contacts and Addresses Table and return only those Contacts that have a Address. ======================================================== Group Joins Do LEFT Join by default. e.g. from a in Address join c in Contact ON a.Contact.ContactID == c.ContactID Into g WHERE a.CountryRegion == "US" select g; This query will do a left join on the Contact table and return contacts that have a address in "US" region The following query : from c in Contact join a in Address.Where(a1 => a1.CountryRegion == "US") on c.ContactID  equals a.Contact.ContactID into addresses select new {c, addresses} will do a left join on the Address table and return All Contacts. In these Contacts only those will have its Address EntityCollection Populated which have a Address in the "US" region, the other contacts will have 0 Addresses in the Address collection (even if addresses for those contacts exist in the database but are in a different region) ======================================================== Linq to Entities does not support DefaultIfEmpty().... instead use .Include("Address") Query Builder method to do a Left JOIN or use Group Joins if you need more control like Filtering on the Address EntityCollection of Contact Entity =================================================================== Use CreateSourceQuery() on the EntityReference or EntityCollection if you need to add filters during deferred loading of Entities (Deferred loading in EFv1 happens when you call Load() method on the EntityReference or EntityCollection. for e.g. var cust=context.Contacts.OfType<Customer>().First(); var sq = cust.Reservations.CreateSourceQuery().Where(r => r.ReservationDate > new DateTime(2008,1,1)); cust.Reservations.Attach(sq); This populates only those reservations that are older than Jan 1 2008. This is the only way (in EFv1) to Attach a Range of Entities to a EntityCollection using the Attach() method ================================================================== If you need to get the Foreign Key value for a entity e.g. to get the ContactID value from a Address Entity use this :                                address.ContactReference.EntityKey.EntityKeyValues.Where(k=> k.Key == "ContactID")

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How to create an array of User Objects in Powerbuilder?

    - by TomatoSandwich
    The application has many different windows. One is a single 'row' window, which relates to a single row of data in a table, say 'Order'. Another is a 'multiple row' datawindow, where each row in the datawindow relates to a row in 'Order', used for spreadsheet-like data entry Functionality extentions have create a detail table, say 'Suppliers', where an order may require multiple suppliers to fill the order. Normally, suppliers are not required, because they are already in the warehouse (0), or there may need to be an order to a supplier to complete an order (1), or multiple suppliers may need to be contacted (more than one). As a single order is entered, once the items are entered, a User Object is populated depending on the status of the items in the warehouse. If required, this creates a 1-to-many relationship between the order and the "backorder". In the PB side, there is a single object uo_backorder which is created on the window, and is referenced by the window depending on the command (button popup, save, etc) I have been tasked to create the 'backorder' functionality on the spreadsheet-line window. Previously the default options for backorders were used when orders were created from the multiple-row window. A workaround already exists where unconfirmed orders could be opened in the single-row window, and the backorder information manipulated there. However, the userbase wants this functionality on the one window. Since the functionality of uo_backorder already exists, I assumed I could just copy the code from the single-order window, but create an array of uo_backorder objects to cope with multiple rows. I tried the following: forward .. type uo_backorder from popupdwpb within w_order_conv end type end forward global type w_order_conv from singleform .. uo_backorder uo_backorder end type type variables .. uo_backorder iuo_backorders[] end variables .. public function boolean iuo_backorders(); .. long ll_count ll_count = UpperBound(iuo_backorders[]) iuo_backorders[ll_count+1] = uo_backorder //THIS ISN'T RIGHT lb_ok = iuo_backorders[ll_count+1].init('w_backorder_popup', '', '', '', 'd_backorder_popup', sqlca, useTransObj()) return lb_ok end function .. <utility functions> .. type uo_backorder from popupdwpb within w_order_conv integer x = 28 integer y = 28 integer width ... end type on uo_backorder.destroy call popupdwpb::destroy end on The issue I face now is that the code commented "THIS ISN'T RIGHT" isn't correct. It is associating the visual object placed on the face of the main window to each array cell, so anytime I reference the array cell object it's actually referencing the one original object, not the new instances that I (thought) I was creating. If I change the code iuo_backorders[ll_count+1] = create uo_backorder the code doesn't run, saying that it failed to initalize the popup window. I think this is related to the class being called the same thing as the instance. What I want to end up with is an array of uo_backorder objects that I can associate to each row of my datawindow (first row = first cell, etc). I think the issue lays in the fact it's a visual object, and I can't seem to get the window to run without adding a dummy object on the face of the window (functionality from the original single-row window). Since it's a VISUAL object, does the object indeed need to be embedded on the windowface for the window to know what object I'm talking about? If so, how does one create multiple windowface objects (one to many, depending on when a row is added)? Don't hesitate to inquire regarding any more information this issue may require from myself. I have no idea what is 'standard' or 'default' in PB, or what is custom and needs more explaining.

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  • AppDomain dependencies across directories

    - by strager
    I am creating a plugin system and I am creating one AppDomain per plugin. Each plugin has its own directory with its main assemblies and references. The main assemblies will be loaded by my plugin loader, in addition to my interface assemblies (so the plugin can interact with the application). Creating the AppDomain: this.appDomain = AppDomain.CreateDomain("AppDomain", null, new AppDomainSetup { ApplicationBase = pluginPath, PrivateBinPath = pluginPath, }); Loading the assemblies: this.appDomain.Load(myInterfaceAssembly.GetName(true)); var assemblies = new List<Assembly>(); foreach (var assemblyName in this.assemblyNames) { assemblies.Add(this.appDomain.Load(assemblyName)); } The format of assemblyName is the assembly's filename without ".dll". The problem is that AppDomain.Load(assemblyName) throws an exception: Could not load file or assembly '[[assemblyName]], Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified. All of the dependencies of [[assemblyName]] are: Inside the directory pluginPath, The myInterfaceAssembly which is already loaded, or In the GAC (e.g. mscorelib). Clearly I'm not doing something right. I have tried: Creating an object using this.appDomain.CreateInstanceAndUnwrap inheriting from MarshalByRefObject with a LoadAssembly method to load the assembly. I get an exception saying that the current assembly (containing the proxy class) could not be loaded (file not found, as above), even if I manually call this.appDomain.Load(Assembly.GetExecutingAssembly().GetName(true)). Attaching an AssemblyResolve handler to this.appDomain. I'm met with the same exception as in (1), and manually loading doesn't help. Recursively loading assemblies by loading their dependencies into this.appDomain first. This doesn't work, but I doubt my code is correct: private static void LoadAssemblyInto(AssemblyName assemblyName, AppDomain appDomain) { var assembly = Assembly.Load(assemblyName); foreach (var referenceName in assembly.GetReferencedAssemblies()) { if (!referenceName.FullName.StartsWith("MyProject")) { continue; } var loadedAssemblies = appDomain.GetAssemblies(); if (loadedAssemblies.Any((asm) => asm.FullName == referenceName.FullName)) { continue; } LoadAssemblyInto(referenceName, appDomain); } appDomain.Load(assembly.GetName(true)); } How can I load my plugin assembly with its dependencies in that plugin's directory while also loading some assemblies in the current directory? Note: The assemblies a plugin may (probably will) reference are already loaded in the current domain. This can be shared across domains (performance benefit? simplicity?) if required. Fusion log: *** Assembly Binder Log Entry (12/24/2010 @ 10:46:40 AM) *** The operation failed. Bind result: hr = 0x80070002. The system cannot find the file specified. Assembly manager loaded from: C:\Windows\Microsoft.NET\Framework\v4.0.30319\clr.dll Running under executable C:\MyProject\bin\Debug\MyProject.vshost.exe --- A detailed error log follows. LOG: Start binding of native image vshost32, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=x86. WRN: No matching native image found. LOG: Bind to native image assembly did not succeed. Use IL image. LOG: IL assembly loaded from C:\MyProject\bin\Debug\MyProject.vshost.exe

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  • PHP errors -> Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt | Warning: mysqli_stmt::c

    - by Tunji Gbadamosi
    I keep getting this error while trying to modify some tables. Here's my code: /** <- line 320 * * @param array $guests_array * @param array $tickets_array * @param integer $seat_count * @param integer $order_count * @param integer $guest_count */ private function book_guests($guests_array, $tickets_array, &$seat_count, &$order_count, &$guest_count){ /* @var $guests_array ArrayObject */ $sucess = false; if(sizeof($guests_array) >= 1){ //$this->mysqli->autocommit(FALSE); //insert the guests into guest, person, order, seat $menu_stmt = $this->mysqli->prepare("SELECT id FROM menu WHERE name=?"); $menu_stmt->bind_param('s',$menu); //$menu_stmt->bind_result($menu_id); $table_stmt = $this->mysqli->prepare("SELECT id FROM tables WHERE name=?"); $table_stmt->bind_param('s',$table); //$table_stmt->bind_result($table_id); $seat_stmt = $this->mysqli->prepare("SELECT id FROM seat WHERE name=? AND table_id=?"); $seat_stmt->bind_param('ss',$seat, $table_id); //$seat_stmt->bind_result($seat_id); for($i=0;$i<sizeof($guests_array);$i++){ $menu = $guests_array[$i]['menu']; $table = $guests_array[$i]['table']; $seat = $guests_array[$i]['seat']; //get menu id if($menu_stmt->execute()){ $menu_stmt->bind_result($menu_id); while($menu_stmt->fetch()) ; } $menu_stmt->close(); //get table id if($table_stmt->execute()){ $table_stmt->bind_result($table_id); while($table_stmt->fetch()) ; } $table_stmt->close(); //get seat id if($seat_stmt->execute()){ $seat_stmt->bind_result($seat_id); while($seat_stmt->fetch()) ; } $seat_stmt->close(); $dob = $this->create_date($guests_array[$i]['dob_day'], $guests_array[$i]['dob_month'], $guests_array[$i]['dob_year']); $id = $this->add_person($guests_array[$i]['first_name'], $guests_array[$i]['surname'], $dob, $guests_array[$i]['sex']); if(is_string($id)){ $seat = $this->add_seat($table_id, $seat_id, $id); /* @var $tickets_array ArrayObject */ $guest = $this->add_guest($id,$tickets_array[$i+1],$menu_id, $this->volunteer_id); /* @var $order integer */ $order = $this->add_order($this->volunteer_id, $table_id, $seat_id, $id); if($guest == 1 && $seat == 1 && $order == 1){ $seat_count += $seat; $guest_count += $guest; $order_count += $order; $success = true; } } } } return $success; } <- line 406 Here are the warnings: The person PRSN10500000LZPH has been added to the guest tablePRSN10500000LZPH added to table (1), seat (1)The order for person(PRSN10500000LZPH) is registered with volunteer (PRSN10500000LZPH) at table (1) and seat (1)PRSN10600000LZPH added to table (1), seat (13)The person PRSN10600000LZPH has been added to the guest tableThe order for person(PRSN10600000LZPH) is registered with volunteer (PRSN10500000LZPH) at table (1) and seat (13) Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 358 Warning: mysqli_stmt::close(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 363 Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 366 Warning: mysqli_stmt::close(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 371 Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 374 Warning: mysqli_stmt::close(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 379 PRSN10700000LZPH added to table (1), seat (13)The person PRSN10700000LZPH has been added to the guest tableThe order for person(PRSN10700000LZPH) is registered with volunteer (PRSN10500000LZPH) at table (1) and seat (13) Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 358 Warning: mysqli_stmt::close(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 363 Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 366 Warning: mysqli_stmt::close(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 371 Warning: mysqli_stmt::execute(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 374 Warning: mysqli_stmt::close(): Couldn't fetch mysqli_stmt in /Users/olatunjigbadamosi/Sites/ST_Ambulance/FormDB.php on line 379 PRSN10800000LZPH added to table (1), seat (13)The person PRSN10800000LZPH has been added to the guest tableThe order for person(PRSN10800000LZPH) is registered with volunteer (PRSN10500000LZPH) at table (1) and seat (13)

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  • Output a php multi-dimensional array to a html table

    - by Fireflight
    I have been banging my head against the wall with this one for nearly a week now, and am no closer than I was the first day. I have a form that has 8 columns and a variable number of rows which I need to email to the client in a nicely formatted email. The form submits the needed fields as a multidimensional array. Rough example is below: <input name="order[0][topdiameter]" type="text" id="topdiameter0" value="1" size="5" /> <input name="order[0][bottomdiameter]" type="text" id="bottomdiameter0" value="1" size="5" /> <input name="order[0][slantheight]" type="text" id="slantheight0" value="1" size="5" /> <select name="order[0][fittertype]" id="fittertype0"> <option value="harp">Harp</option> <option value="euro">Euro</option> <option value="bulbclip">Regular</option> </select> <input name="order[0][washerdrop]" type="text" id="washerdrop0" value="1" size="5" /> <select name="order[0][fabrictype]" id="fabrictype"> <option value="linen">Linen</option> <option value="pleated">Pleated</option> </select> <select name="order[0][colours]" id="colours0"> <option value="beige">Beige</option> <option value="white">White</option> <option value="eggshell">Eggshell</option> <option value="parchment">Parchment</option> </select> <input name="order[0][quantity]" type="text" id="quantity0" value="1" size="5" /> This form is formatted in a table, and rows can be added to it dynamically. What I've been unable to do is get a properly formatted table out of the array. This is what I'm using now (grabbed from the net). <?php if (isset($_POST["submit"])) { $arr= $_POST['order'] echo '<table>'; foreach($arr as $arrs) { echo '<tr>'; foreach($arrs as $item) { echo "<td>$item</td>"; } echo '</tr>'; } echo '</table>; }; ?> This works perfectly for a single row of data. If I try submitting 2 or more rows from the form then one of the columns disappears. I'd like the table to be formatted as: | top | Bottom | Slant | Fitter | Washer | Fabric | Colours | Quantity | ------------------------------------------------------------------------ |value| value | value | value | value | value | value | value | with additional rows as needed. But, I can't find any examples that will generate that type of table! It seems like this should be something fairly straightforward, but I just can't locate an example that works the way I need it too.

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  • The new workflow management of Oracle´s Hyperion Planning: Define more details with Planning Unit Hierarchies and Promotional Paths

    - by Alexandra Georgescu
    After having been almost unchanged for several years, starting with the 11.1.2 release of Oracle´s Hyperion Planning the Process Management has not only got a new name: “Approvals” now is offering the possibility to further split Planning Units (comprised of a unique Scenario-Version-Entity combination) into more detailed combinations along additional secondary dimensions, a so called Planning Unit Hierarchy, and also to pre-define a path of planners, reviewers and approvers, called Promotional Path. I´d like to introduce you to changes and enhancements in this new process management and arouse your curiosity for checking out more details on it. One reason of using the former process management in Planning was to limit data entry rights to one person at a time based on the assignment of a planning unit. So the lowest level of granularity for this assignment was, for a given Scenario-Version combination, the individual entity. Even if in many cases one person wasn´t responsible for all data being entered into that entity, but for only part of it, it was not possible to split the ownership along another additional dimension, for example by assigning ownership to different accounts at the same time. By defining a so called Planning Unit Hierarchy (PUH) in Approvals this gap is now closed. Complementing new Shared Services roles for Planning have been created in order to manage set up and use of Approvals: The Approvals Administrator consisting of the following roles: Approvals Ownership Assigner, who assigns owners and reviewers to planning units for which Write access is assigned (including Planner responsibilities). Approvals Supervisor, who stops and starts planning units and takes any action on planning units for which Write access is assigned. Approvals Process Designer, who can modify planning unit hierarchy secondary dimensions and entity members for which Write access is assigned, can also modify scenarios and versions that are assigned to planning unit hierarchies and can edit validation rules on data forms for which access is assigned. (this includes as well Planner and Ownership Assigner responsibilities) Set up of a Planning Unit Hierarchy is done under the Administration menu, by selecting Approvals, then Planning Unit Hierarchy. Here you create new PUH´s or edit existing ones. The following window displays: After providing a name and an optional description, a pre-selection of entities can be made for which the PUH will be defined. Available options are: All, which pre-selects all entities to be included for the definitions on the subsequent tabs None, manual entity selections will be made subsequently Custom, which offers the selection for an ancestor and the relative generations, that should be included for further definitions. Finally a pattern needs to be selected, which will determine the general flow of ownership: Free-form, uses the flow/assignment of ownerships according to Planning releases prior to 11.1.2 In Bottom-up, data input is done at the leaf member level. Ownership follows the hierarchy of approval along the entity dimension, including refinements using a secondary dimension in the PUH, amended by defined additional reviewers in the promotional path. Distributed, uses data input at the leaf level, while ownership starts at the top level and then is distributed down the organizational hierarchy (entities). After ownership reaches the lower levels, budgets are submitted back to the top through the approval process. Proceeding to the next step, now a secondary dimension and the respective members from that dimension might be selected, in order to create more detailed combinations underneath each entity. After selecting the Dimension and a Parent Member, the definition of a Relative Generation below this member assists in populating the field for Selected Members, while the Count column shows the number of selected members. For refining this list, you might click on the icon right beside the selected member field and use the check-boxes in the appearing list for deselecting members. -------------------------------------------------------------------------------------------------------- TIP: In order to reduce maintenance of the PUH due to changes in the dimensions included (members added, moved or removed) you should consider to dynamically link those dimensions in the PUH with the dimension hierarchies in the planning application. For secondary dimensions this is done using the check-boxes in the Auto Include column. For the primary dimension, the respective selection criteria is applied by right-clicking the name of an entity activated as planning unit, then selecting an item of the shown list of include or exclude options (children, descendants, etc.). Anyway in order to apply dimension changes impacting the PUH a synchronization must be run. If this is really necessary or not is shown on the first screen after selecting from the menu Administration, then Approvals, then Planning Unit Hierarchy: under Synchronized you find the statuses Yes, No or Locked, where the last one indicates, that another user is just changing or synchronizing the PUH. Select one of the not synchronized PUH´s (status No) and click the Synchronize option in order to execute. -------------------------------------------------------------------------------------------------------- In the next step owners and reviewers are assigned to the PUH. Using the icons with the magnifying glass right besides the columns for Owner and Reviewer the respective assignments can be made in the ordermthat you want them to review the planning unit. While it is possible to assign only one owner per entity or combination of entity+ member of the secondary dimension, the selection for reviewers might consist of more than one person. The complete Promotional Path, including the defined owners and reviewers for the entity parents, can be shown by clicking the icon. In addition optional users might be defined for being notified about promotions for a planning unit. -------------------------------------------------------------------------------------------------------- TIP: Reviewers cannot change data, but can only review data according to their data access permissions and reject or promote planning units. -------------------------------------------------------------------------------------------------------- In order to complete your PUH definitions click Finish - this saves the PUH and closes the window. As a final step, before starting the approvals process, you need to assign the PUH to the Scenario-Version combination for which it should be used. From the Administration menu select Approvals, then Scenario and Version Assignment. Expand the PUH in order to see already existing assignments. Under Actions click the add icon and select scenarios and versions to be assigned. If needed, click the remove icon in order to delete entries. After these steps, set up is completed for starting the approvals process. Start, stop and control of the approvals process is now done under the Tools menu, and then Manage Approvals. The new PUH feature is complemented by various additional settings and features; some of them at least should be mentioned here: Export/Import of PUHs: Out of Office agent: Validation Rules changing promotional/approval path if violated (including the use of User-defined Attributes (UDAs)): And various new and helpful reviewer actions with corresponding approval states. About the Author: Bernhard Kinkel started working for Hyperion Solutions as a Presales Consultant and Consultant in 1998 and moved to Hyperion Education Services in 1999. He joined Oracle University in 2007 where he is a Principal Education Consultant. Based on these many years of working with Hyperion products he has detailed product knowledge across several versions. He delivers both classroom and live virtual courses. His areas of expertise are Oracle/Hyperion Essbase, Oracle Hyperion Planning and Hyperion Web Analysis.

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  • Building extensions for Expression Blend 4 using MEF

    - by Timmy Kokke
    Introduction Although it was possible to write extensions for Expression Blend and Expression Design, it wasn’t very easy and out of the box only one addin could be used. With Expression Blend 4 it is possible to write extensions using MEF, the Managed Extensibility Framework. Until today there’s no documentation on how to build these extensions, so look thru the code with Reflector is something you’ll have to do very often. Because Blend and Design are build using WPF searching the visual tree with Snoop and Mole belong to the tools you’ll be using a lot exploring the possibilities.  Configuring the extension project Extensions are regular .NET class libraries. To create one, load up Visual Studio 2010 and start a new project. Because Blend is build using WPF, choose a WPF User Control Library from the Windows section and give it a name and location. I named mine DemoExtension1. Because Blend looks for addins named *.extension.dll  you’ll have to tell Visual Studio to use that in the Assembly Name. To change the Assembly Name right click your project and go to Properties. On the Application tab, add .Extension to name already in the Assembly name text field. To be able to debug this extension, I prefer to set the output path on the Build tab to the extensions folder of Expression Blend. This means that everything that used to go into the Debug folder is placed in the extensions folder. Including all referenced assemblies that have the copy local property set to false. One last setting. To be able to debug your extension you could start Blend and attach the debugger by hand. I like it to be able to just hit F5. Go to the Debug tab and add the the full path to Blend.exe in the Start external program text field. Extension Class Add a new class to the project.  This class needs to be inherited from the IPackage interface. The IPackage interface can be found in the Microsoft.Expression.Extensibility namespace. To get access to this namespace add Microsoft.Expression.Extensibility.dll to your references. This file can be found in the same folder as the (Expression Blend 4 Beta) Blend.exe file. Make sure the Copy Local property is set to false in this reference. After implementing the interface the class would look something like: using Microsoft.Expression.Extensibility; namespace DemoExtension1 { public class DemoExtension1:IPackage { public void Load(IServices services) { } public void Unload() { } } } These two methods are called when your addin is loaded and unloaded. The parameter passed to the Load method, IServices services, is your main entry point into Blend. The IServices interface exposes the GetService<T> method. You will be using this method a lot. Almost every part of Blend can be accessed thru a service. For example, you can use to get to the commanding services of Blend by calling GetService<ICommandService>() or to get to the Windowing services by calling GetService<IWindowService>(). To get Blend to load the extension we have to implement MEF. (You can get up to speed on MEF on the community site or read the blog of Mr. MEF, Glenn Block.)  In the case of Blend extensions, all that needs to be done is mark the class with an Export attribute and pass it the type of IPackage. The Export attribute can be found in the System.ComponentModel.Composition namespace which is part of the .NET 4 framework. You need to add this to your references. using System.ComponentModel.Composition; using Microsoft.Expression.Extensibility;   namespace DemoExtension1 { [Export(typeof(IPackage))] public class DemoExtension1:IPackage { Blend is able to find your addin now. Adding UI The addin doesn’t do very much at this point. The WPF User Control Library came with a UserControl so lets use that in this example. I just drop a Button and a TextBlock onto the surface of the control to have something to show in the demo. To get the UserControl to work in Blend it has to be registered with the WindowService.  Call GetService<IWindowService>() on the IServices interface to get access to the windowing services. The UserControl will be used in Blend on a Palette and has to be registered to enable it. This is done by calling the RegisterPalette on the IWindowService interface and passing it an identifier, an instance of the UserControl and a caption for the palette. public void Load(IServices services) { IWindowService windowService = services.GetService<IWindowService>(); UserControl1 uc = new UserControl1(); windowService.RegisterPalette("DemoExtension", uc, "Demo Extension"); } After hitting F5 to start debugging Expression Blend will start. You should be able to find the addin in the Window menu now. Activating this window will show the “Demo Extension” palette with the UserControl, style according to the settings of Blend. Now what? Because little is publicly known about how to access different parts of Blend adding breakpoints in Debug mode and browsing thru objects using the Quick Watch feature of Visual Studio is something you have to do very often. This demo extension can be used for that purpose very easily. Add the click event handler to the button on the UserControl. Change the contructor to take the IServices interface and store this in a field. Set a breakpoint in the Button_Click method. public partial class UserControl1 : UserControl { private readonly IServices _services;   public UserControl1(IServices services) { _services = services; InitializeComponent(); }   private void button1_Click(object sender, RoutedEventArgs e) { } } Change the call to the constructor in the load method and pass it the services property. public void Load(IServices services) { IWindowService service = services.GetService<IWindowService>(); UserControl1 uc = new UserControl1(services); service.RegisterPalette("DemoExtension", uc, "Demo Extension"); } Hit F5 to compile and start Blend. Got to the window menu and start show the addin. Click on  the button to hit the breakpoint. Now place the carrot text _services text in the code window and hit Shift+F9 to show the Quick Watch window. Now start exploring and discovering where to find everything you need.  More Information The are no official resources available yet. Microsoft has released one extension for expression Blend that is very useful as a reference, the Microsoft Expression Blend® Add-in Preview for Windows® Phone. This will install a .extension.dll file in the extension folder of Blend. You can load this file with Reflector and have a peek at how Microsoft is building his addins. Conclusion I hope this gives you something to get started building extensions for Expression Blend. Until Microsoft releases the final version, which hopefully includes more information about building extensions, we’ll have to work on documenting it in the community.

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • android Emulator always stop at "waiting for Home..."

    - by wuwupp
    hi,there, I freshed install Eclipse, jdk, android sdk 1.5 in winxp. but when I run the "hello world" app, the emulator always stop at "andorid" loading message. In eclipse console, it shows "waiting for HOME..." and in DDMS LogCat, it shows following msg: there are some error and warning. So, what's wrong with my case? I have googled lots of results, but no one can help me. Please help me. Many thx 06-13 00:07:54.323: INFO/DEBUG(551): debuggerd: Jun 30 2009 17:00:51 06-13 00:07:54.383: INFO/vold(550): Android Volume Daemon version 2.0 06-13 00:07:54.724: ERROR/flash_image(556): can't find recovery partition 06-13 00:07:55.223: DEBUG/qemud(558): entering main loop 06-13 00:07:55.323: DEBUG/qemud(558): multiplexer_handle_control: unknown control message (18 bytes): 'ko:unknown command' 06-13 00:07:55.493: INFO/vold(550): New MMC card 'SU02G' (serial 1012966) added @ /devices/platform/goldfish_mmc.0/mmc_host/mmc0/mmc0:e118 06-13 00:07:55.773: INFO/vold(550): Disk (blkdev 179:0), 262144 secs (128 MB) 0 partitions 06-13 00:07:55.773: INFO/vold(550): New blkdev 179.0 on media SU02G, media path /devices/platform/goldfish_mmc.0/mmc_host/mmc0/mmc0:e118, Dpp 0 06-13 00:07:55.814: INFO/vold(550): Evaluating dev '/devices/platform/goldfish_mmc.0/mmc_host/mmc0/mmc0:e118/block/mmcblk0' for mountable filesystems for '/sdcard' 06-13 00:07:56.014: ERROR/vold(550): Error opening switch name path '/sys/class/switch/test2' (No such file or directory) 06-13 00:07:56.014: ERROR/vold(550): Error bootstrapping switch '/sys/class/switch/test2' (m) 06-13 00:07:56.073: ERROR/vold(550): Error opening switch name path '/sys/class/switch/test' (No such file or directory) 06-13 00:07:56.073: ERROR/vold(550): Error bootstrapping switch '/sys/class/switch/test' (m) 06-13 00:07:56.073: DEBUG/vold(550): Bootstrapping complete 06-13 00:07:56.743: INFO//system/bin/dosfsck(550): dosfsck 3.0.1 (23 Nov 2008) 06-13 00:07:56.753: INFO//system/bin/dosfsck(550): dosfsck 3.0.1, 23 Nov 2008, FAT32, LFN 06-13 00:07:56.783: INFO//system/bin/dosfsck(550): Checking we can access the last sector of the filesystem 06-13 00:07:56.893: INFO//system/bin/dosfsck(550): Boot sector contents: 06-13 00:07:56.924: INFO//system/bin/dosfsck(550): System ID "MSWIN4.1" 06-13 00:07:56.934: INFO//system/bin/dosfsck(550): Media byte 0xf8 (hard disk) 06-13 00:07:56.953: INFO//system/bin/dosfsck(550): 512 bytes per logical sector 06-13 00:07:56.974: INFO//system/bin/dosfsck(550): 512 bytes per cluster 06-13 00:07:57.005: INFO//system/bin/dosfsck(550): 32 reserved sectors 06-13 00:07:57.013: INFO//system/bin/dosfsck(550): First FAT starts at byte 16384 (sector 32) 06-13 00:07:57.013: INFO//system/bin/dosfsck(550): 2 FATs, 32 bit entries 06-13 00:07:57.023: INFO//system/bin/dosfsck(550): 1040384 bytes per FAT (= 2032 sectors) 06-13 00:07:57.043: INFO//system/bin/dosfsck(550): Root directory start at cluster 2 (arbitrary size) 06-13 00:07:57.043: INFO//system/bin/dosfsck(550): Data area starts at byte 2097152 (sector 4096) 06-13 00:07:57.043: INFO//system/bin/dosfsck(550): 258048 data clusters (132120576 bytes) 06-13 00:07:57.103: INFO//system/bin/dosfsck(550): 9 sectors/track, 2 heads 06-13 00:07:57.103: INFO//system/bin/dosfsck(550): 0 hidden sectors 06-13 00:07:57.123: INFO//system/bin/dosfsck(550): 262144 sectors total 06-13 00:07:57.313: DEBUG/qemud(558): fdhandler_accept_event: accepting on fd 10 06-13 00:07:57.313: DEBUG/qemud(558): created client 0xe078 listening on fd 8 06-13 00:07:57.313: DEBUG/qemud(558): fdhandler_event: disconnect on fd 8 06-13 00:07:57.623: DEBUG/qemud(558): fdhandler_accept_event: accepting on fd 10 06-13 00:07:57.623: DEBUG/qemud(558): created client 0xf028 listening on fd 8 06-13 00:07:57.643: DEBUG/qemud(558): client_fd_receive: attempting registration for service 'gsm' 06-13 00:07:57.763: DEBUG/qemud(558): client_fd_receive: - received channel id 1 06-13 00:08:12.553: INFO//system/bin/dosfsck(550): Checking for unused clusters. 06-13 00:08:13.483: INFO//system/bin/dosfsck(550): Checking free cluster summary. 06-13 00:08:13.643: DEBUG/AndroidRuntime(553): AndroidRuntime START <<<<<<<<<<<<<< 06-13 00:08:13.705: DEBUG/AndroidRuntime(553): CheckJNI is ON 06-13 00:08:13.793: INFO//system/bin/dosfsck(550): /dev/block//vold/179:0: 0 files, 1/258048 clusters 06-13 00:08:14.063: INFO/logwrapper(550): /system/bin/dosfsck terminated by exit(0) 06-13 00:08:14.143: DEBUG/vold(550): Filesystem check completed OK 06-13 00:08:14.683: INFO/vold(550): Sucessfully mounted vfat filesystem 179:0 on /sdcard (safe-mode on) 06-13 00:08:17.023: INFO/(554): ServiceManager: 0xac38 06-13 00:08:17.883: INFO/AudioFlinger(554): AudioFlinger's thread ready to run for output 0 06-13 00:08:18.163: INFO/CameraService(554): CameraService started: pid=554 06-13 00:08:21.824: DEBUG/AndroidRuntime(553): --- registering native functions --- 06-13 00:08:27.813: INFO/Zygote(553): Preloading classes... 06-13 00:08:27.994: DEBUG/dalvikvm(553): GC freed 764 objects / 42216 bytes in 88ms 06-13 00:08:30.234: DEBUG/dalvikvm(553): GC freed 278 objects / 17160 bytes in 48ms 06-13 00:08:33.094: DEBUG/dalvikvm(553): GC freed 208 objects / 12696 bytes in 44ms 06-13 00:08:34.343: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:35.803: DEBUG/dalvikvm(553): Added shared lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:35.903: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:35.903: DEBUG/dalvikvm(553): Shared lib '/system/lib/libmedia_jni.so' already loaded in same CL 0x0 06-13 00:08:36.003: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:36.003: DEBUG/dalvikvm(553): Shared lib '/system/lib/libmedia_jni.so' already loaded in same CL 0x0 06-13 00:08:36.215: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:36.244: DEBUG/dalvikvm(553): Shared lib '/system/lib/libmedia_jni.so' already loaded in same CL 0x0 06-13 00:08:36.455: DEBUG/dalvikvm(553): GC freed 462 objects / 29144 bytes in 70ms 06-13 00:08:44.123: DEBUG/dalvikvm(553): GC freed 3584 objects / 171648 bytes in 125ms 06-13 00:09:10.473: DEBUG/dalvikvm(553): GC freed 11329 objects / 400856 bytes in 196ms 06-13 00:09:17.373: DEBUG/dalvikvm(553): GC freed 10472 objects / 438272 bytes in 199ms 06-13 00:09:24.563: DEBUG/dalvikvm(553): GC freed 10975 objects / 459800 bytes in 202ms 06-13 00:09:46.403: DEBUG/dalvikvm(553): GC freed 14372 objects / 506896 bytes in 252ms 06-13 00:09:53.793: DEBUG/dalvikvm(553): GC freed 11314 objects / 481360 bytes in 215ms 06-13 00:09:57.743: DEBUG/dalvikvm(553): GC freed 5928 objects / 248640 bytes in 195ms 06-13 00:10:01.324: DEBUG/dalvikvm(553): GC freed 349 objects / 37032 bytes in 190ms 06-13 00:10:05.253: DEBUG/dalvikvm(553): GC freed 778 objects / 48376 bytes in 217ms 06-13 00:10:06.564: DEBUG/dalvikvm(553): GC freed 321 objects / 37288 bytes in 219ms 06-13 00:10:08.194: DEBUG/dalvikvm(553): GC freed 477 objects / 29584 bytes in 212ms 06-13 00:10:08.663: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libwebcore.so 0x0 06-13 00:10:09.743: DEBUG/dalvikvm(553): Added shared lib /system/lib/libwebcore.so 0x0 06-13 00:10:11.634: DEBUG/dalvikvm(553): GC freed 441 objects / 26224 bytes in 236ms 06-13 00:10:12.893: DEBUG/dalvikvm(553): GC freed 506 objects / 41464 bytes in 235ms 06-13 00:10:14.153: DEBUG/dalvikvm(553): GC freed 537 objects / 38832 bytes in 239ms 06-13 00:10:15.883: DEBUG/dalvikvm(553): GC freed 342 objects / 22552 bytes in 248ms 06-13 00:10:17.124: DEBUG/dalvikvm(553): GC freed 338 objects / 18736 bytes in 264ms 06-13 00:10:18.523: DEBUG/dalvikvm(553): GC freed 629 objects / 32136 bytes in 260ms 06-13 00:10:38.933: DEBUG/dalvikvm(553): GC freed 14257 objects / 497280 bytes in 368ms 06-13 00:10:46.453: DEBUG/dalvikvm(553): GC freed 11164 objects / 469576 bytes in 360ms 06-13 00:10:52.973: DEBUG/dalvikvm(553): GC freed 7134 objects / 311432 bytes in 339ms 06-13 00:10:55.595: DEBUG/dalvikvm(553): GC freed 752 objects / 43224 bytes in 520ms 06-13 00:10:56.863: DEBUG/dalvikvm(553): GC freed 598 objects / 31496 bytes in 307ms 06-13 00:10:58.543: DEBUG/dalvikvm(553): GC freed 413 objects / 26336 bytes in 355ms 06-13 00:10:59.263: INFO/Zygote(553): ...preloaded 1166 classes in 151403ms. 06-13 00:10:59.683: DEBUG/dalvikvm(553): GC freed 313 objects / 19952 bytes in 343ms 06-13 00:10:59.793: INFO/Zygote(553): Preloading resources... 06-13 00:11:00.683: DEBUG/dalvikvm(553): GC freed 54 objects / 11248 bytes in 340ms 06-13 00:11:05.723: DEBUG/dalvikvm(553): GC freed 337 objects / 15008 bytes in 317ms 06-13 00:11:08.703: DEBUG/dalvikvm(553): GC freed 280 objects / 11768 bytes in 312ms 06-13 00:11:09.303: INFO/Zygote(553): ...preloaded 48 resources in 9513ms. 06-13 00:11:09.795: INFO/Zygote(553): ...preloaded 15 resources in 454ms. 06-13 00:11:10.303: DEBUG/dalvikvm(553): GC freed 118 objects / 8616 bytes in 420ms 06-13 00:11:10.913: DEBUG/dalvikvm(553): GC freed 205 objects / 8104 bytes in 308ms 06-13 00:11:11.344: DEBUG/dalvikvm(553): GC freed 36 objects / 1400 bytes in 320ms 06-13 00:11:11.543: INFO/dalvikvm(553): Splitting out new zygote heap 06-13 00:11:12.973: INFO/dalvikvm(553): System server process 585 has been created 06-13 00:11:13.336: INFO/Zygote(553): Accepting command socket connections 06-13 00:11:14.963: INFO/jdwp(585): received file descriptor 10 from ADB 06-13 00:11:16.843: WARN/System.err(585): Can't dispatch DDM chunk 46454154: no handler defined 06-13 00:11:16.953: WARN/System.err(585): Can't dispatch DDM chunk 4d505251: no handler defined 06-13 00:11:17.763: DEBUG/dalvikvm(585): Trying to load lib /system/lib/libandroid_servers.so 0x0 06-13 00:11:19.714: DEBUG/dalvikvm(585): Added shared lib /system/lib/libandroid_servers.so 0x0 06-13 00:11:20.123: INFO/sysproc(585): Entered system_init() 06-13 00:11:20.223: INFO/sysproc(585): ServiceManager: 0x1017b8 06-13 00:11:20.359: INFO/SurfaceFlinger(585): SurfaceFlinger is starting 06-13 00:11:20.493: INFO/SurfaceFlinger(585): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... 06-13 00:11:20.634: ERROR/MemoryHeapBase(585): error opening /dev/pmem: No such file or directory 06-13 00:11:20.704: ERROR/SurfaceFlinger(585): Couldn't open /sys/power/wait_for_fb_sleep or /sys/power/wait_for_fb_wake 06-13 00:11:22.013: ERROR/GLLogger(585): couldn't load library (Cannot find library) 06-13 00:11:22.103: INFO/SurfaceFlinger(585): EGL informations: 06-13 00:11:22.113: INFO/SurfaceFlinger(585): # of configs : 6 06-13 00:11:22.123: INFO/SurfaceFlinger(585): vendor : Android 06-13 00:11:22.123: INFO/SurfaceFlinger(585): version : 1.31 Android META-EGL 06-13 00:11:22.134: INFO/SurfaceFlinger(585): extensions: 06-13 00:11:22.134: INFO/SurfaceFlinger(585): Client API: OpenGL ES 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): using (fd=22) 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): id = 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): xres = 320 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): yres = 480 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): xres_virtual = 320 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): yres_virtual = 960 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): bpp = 16 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): r = 11:5 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): g = 5:6 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): b = 0:5 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): width = 49 mm (165.877548 dpi) 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): height = 74 mm (164.756760 dpi) 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): refresh rate = 60.00 Hz 06-13 00:11:22.533: WARN/HAL(585): load: module=/system/lib/hw/copybit.goldfish.so error=Cannot find library 06-13 00:11:22.543: WARN/HAL(585): load: module=/system/lib/hw/copybit.default.so error=Cannot find library 06-13 00:11:22.553: WARN/SurfaceFlinger(585): ro.sf.lcd_density not defined, using 160 dpi by default. 06-13 00:11:22.644: INFO/SurfaceFlinger(585): OpenGL informations: 06-13 00:11:22.654: INFO/SurfaceFlinger(585): vendor : Android 06-13 00:11:22.654: INFO/SurfaceFlinger(585): renderer : Android PixelFlinger 1.0 06-13 00:11:22.654: INFO/SurfaceFlinger(585): version : OpenGL ES-CM 1.0 06-13 00:11:22.654: INFO/SurfaceFlinger(585): extensions: GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_draw_texture GL_OES_matrix_get GL_OES_query_matrix GL_ARB_texture_compression GL_ARB_texture_non_power_of_two GL_ANDROID_direct_texture GL_ANDROID_user_clip_plane GL_ANDROID_vertex_buffer_object GL_ANDROID_generate_mipmap 06-13 00:11:22.673: WARN/HAL(585): load: module=/system/lib/hw/copybit.goldfish.so error=Cannot find library 06-13 00:11:22.683: WARN/HAL(585): load: module=/system/lib/hw/copybit.default.so error=Cannot find library 06-13 00:11:22.703: WARN/HAL(585): load: module=/system/lib/hw/overlay.goldfish.so error=Cannot find library 06-13 00:11:22.713: WARN/HAL(585): load: module=/system/lib/hw/overlay.default.so error=Cannot find library 06-13 00:11:23.663: INFO/sysproc(585): System server: starting Android runtime. 06-13 00:11:23.733: INFO/sysproc(585): System server: starting Android services. 06-13 00:11:23.953: INFO/SystemServer(585): Entered the Android system server! 06-13 00:11:24.303: INFO/sysproc(585): System server: entering thread pool. 06-13 00:11:24.763: ERROR/GLLogger(585): couldn't load library (Cannot find library) 06-13 00:11:25.893: INFO/ARMAssembler(585): generated scanline__00000077:03545404_00000A01_00000000 [ 30 ipp] (51 ins) at [0x18f708:0x18f7d4] in 72796961 ns 06-13 00:11:26.193: INFO/SystemServer(585): Starting Power Manager. 06-13 00:11:26.953: INFO/SystemServer(585): Starting Activity Manager. 06-13 00:11:31.733: INFO/SystemServer(585): Starting telephony registry 06-13 00:11:32.054: INFO/SystemServer(585): Starting Package Manager. 06-13 00:11:32.553: INFO/Installer(585): connecting... 06-13 00:11:32.914: INFO/installd(555): new connection 06-13 00:11:35.193: INFO/PackageManager(585): Got library android.awt in /system/framework/android.awt.jar 06-13 00:11:35.313: INFO/PackageManager(585): Got library android.test.runner in /system/framework/android.test.runner.jar 06-13 00:11:35.324: INFO/PackageManager(585): Got library com.android.im.plugin in /system/framework/com.android.im.plugin.jar 06-13 00:11:44.643: DEBUG/PackageManager(585): Scanning app dir /system/framework 06-13 00:11:49.513: DEBUG/PackageManager(585): Scanning app dir /system/app 06-13 00:11:51.493: DEBUG/dalvikvm(585): GC freed 6088 objects / 251280 bytes in 1237ms 06-13 00:12:27.497: DEBUG/dalvikvm(585): GC freed 3435 objects / 216088 bytes in 792ms 06-13 00:12:29.213: DEBUG/PackageManager(585): Scanning app dir /data/app 06-13 00:12:30.223: DEBUG/PackageManager(585): Scanning app dir /data/app-private 06-13 00:12:30.425: INFO/PackageManager(585): Time to scan packages: 47.319 seconds 06-13 00:12:30.703: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.providers.contacts 06-13 00:12:30.803: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.cp in package com.android.providers.contacts 06-13 00:12:30.853: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.development 06-13 00:12:30.913: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.ALL_SERVICES in package com.android.development 06-13 00:12:31.133: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.YouTubeUser in package com.android.development 06-13 00:12:31.143: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.ACCESS_GOOGLE_PASSWORD in package com.android.development 06-13 00:12:31.234: WARN/PackageManager(585): Unknown permission com.google.android.providers.gmail.permission.WRITE_GMAIL in package com.android.settings 06-13 00:12:31.254: WARN/PackageManager(585): Unknown permission com.google.android.providers.gmail.permission.READ_GMAIL in package com.android.settings 06-13 00:12:31.303: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.settings 06-13 00:12:31.683: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.browser 06-13 00:12:31.803: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.mail in package com.android.contacts 06-13 00:12:34.603: DEBUG/dalvikvm(585): GC freed 2851 objects / 161304 bytes in 845ms 06-13 00:12:35.403: INFO/SystemServer(585): Starting Content Manager. 06-13 00:12:39.954: WARN/ActivityManager(585): Unable to start service Intent { action=android.accounts.IAccountsService comp={com.google.android.googleapps/com.google.android.googleapps.GoogleLoginService} }: not found 06-13 00:12:40.063: WARN/AccountMonitor(585): Couldn't connect to Intent { action=android.accounts.IAccountsService comp={com.google.android.googleapps/com.google.android.googleapps.GoogleLoginService} } (Missing service?) 06-13 00:12:40.253: INFO/SystemServer(585): Starting System Content Providers. 06-13 00:12:40.553: INFO/ActivityThread(585): Publishing provider settings: com.android.providers.settings.SettingsProvider 06-13 00:12:41.433: INFO/ActivityThread(585): Publishing provider sync: android.content.SyncProvider 06-13 00:12:41.683: INFO/SystemServer(585): Starting Battery Service. 06-13 00:12:42.293: ERROR/BatteryService(585): Could not open '/sys/class/power_supply/usb/online' 06-13 00:12:42.433: ERROR/BatteryService(585): Could not open '/sys/class/power_supply/battery/batt_vol' 06-13 00:12:42.543: ERROR/BatteryService(585): Could not open '/sys/class/power_supply/battery/batt_temp' 06-13 00:12:42.933: INFO/SystemServer(585): Starting Hardware Service. 06-13 00:12:43.398: DEBUG/qemud(558): fdhandler_accept_event: accepting on fd 10 06-13 00:12:43.623: DEBUG/qemud(558): created client 0x10fd8 listening on fd 11 06-13 00:12:43.743: DEBUG/qemud(558): client_fd_receive: attempting registration for service 'hw-control' 06-13 00:12:43.873: DEBUG/qemud(558): client_fd_receive: - received channel id 2 06-13 00:15:20.695: WARN/SurfaceFlinger(585): executeScheduledBroadcasts() skipped, contention on the client. We'll try again later...

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