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  • ASP.NET MVC: Moving code from controller action to service layer

    - by DigiMortal
    I fixed one controller action in my application that doesn’t seemed good enough for me. It wasn’t big move I did but worth to show to beginners how nice code you can write when using correct layering in your application. As an example I use code from my posting ASP.NET MVC: How to implement invitation codes support. Problematic controller action Although my controller action works well I don’t like how it looks. It is too much for controller action in my opinion. [HttpPost] public ActionResult GetAccess(string accessCode) {     if(string.IsNullOrEmpty(accessCode.Trim()))     {         ModelState.AddModelError("accessCode", "Insert invitation code!");         return View();     }       Guid accessGuid;       try     {         accessGuid = Guid.Parse(accessCode);     }     catch     {         ModelState.AddModelError("accessCode", "Incorrect format of invitation code!");         return View();                    }       using(var ctx = new EventsEntities())     {         var user = ctx.GetNewUserByAccessCode(accessGuid);         if(user == null)         {             ModelState.AddModelError("accessCode", "Cannot find account with given invitation code!");             return View();         }           user.UserToken = User.Identity.GetUserToken();         ctx.SaveChanges();     }       Session["UserId"] = accessGuid;       return Redirect("~/admin"); } Looking at this code my first idea is that all this access code stuff must be located somewhere else. We have working functionality in wrong place and we should do something about it. Service layer I add layers to my application very carefully because I don’t like to use hand grenade to kill a fly. When I see real need for some layer and it doesn’t add too much complexity I will add new layer. Right now it is good time to add service layer to my small application. After that it is time to move code to service layer and inject service class to controller. public interface IUserService {     bool ClaimAccessCode(string accessCode, string userToken,                          out string errorMessage);       // Other methods of user service } I need this interface when writing unit tests because I need fake service that doesn’t communicate with database and other external sources. public class UserService : IUserService {     private readonly IDataContext _context;       public UserService(IDataContext context)     {         _context = context;     }       public bool ClaimAccessCode(string accessCode, string userToken, out string errorMessage)     {         if (string.IsNullOrEmpty(accessCode.Trim()))         {             errorMessage = "Insert invitation code!";             return false;         }           Guid accessGuid;         if (!Guid.TryParse(accessCode, out accessGuid))         {             errorMessage = "Incorrect format of invitation code!";             return false;         }           var user = _context.GetNewUserByAccessCode(accessGuid);         if (user == null)         {             errorMessage = "Cannot find account with given invitation code!";             return false;         }           user.UserToken = userToken;         _context.SaveChanges();           errorMessage = string.Empty;         return true;     } } Right now I used simple solution for errors and made access code claiming method to follow usual TrySomething() methods pattern. This way I can keep error messages and their retrieval away from controller and in controller I just mediate error message from service to view. Controller Now all the code is moved to service layer and we need also some modifications to controller code so it makes use of users service. I don’t show here DI/IoC details about how to give service instance to controller. GetAccess() action of controller looks like this right now. [HttpPost] public ActionResult GetAccess(string accessCode) {     var userToken = User.Identity.GetUserToken();     string errorMessage;       if (!_userService.ClaimAccessCode(accessCode, userToken,                                       out errorMessage))     {                       ModelState.AddModelError("accessCode", errorMessage);         return View();     }       Session["UserId"] = Guid.Parse(accessCode);     return Redirect("~/admin"); } It’s short and nice now and it deals with web site part of access code claiming. In the case of error user is shown access code claiming view with error message that ClaimAccessCode() method returns as output parameter. If everything goes fine then access code is reserved for current user and user is authenticated. Conclusion When controller action grows big you have to move code to layers it actually belongs. In this posting I showed you how I moved access code claiming functionality from controller action to user service class that belongs to service layer of my application. As the result I have controller action that coordinates the user interaction when going through access code claiming process. Controller communicates with service layer and gets information about how access code claiming succeeded.

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Windows 8&ndash;Custom WinRT components and WinJS

    - by Jonas Bush
    Wow, I’m still alive! I installed the RTM of Windows 8 when it became available, and in the last few days have started taking a look at writing a windows 8 app using HTML/JS, which in and of itself is a weird thing. I don’t think that windows developers of 10 years ago would’ve thought something like this would have ever come about. As I was working on this, I ran across a problem, found the solution, and thought I’d blog about it to try and kick start me back into blogging. I already answered my own question on Stack Overflow, but will explain here. I needed to create a custom WinRT component to do some stuff that I either wouldn’t be able to or didn’t know how to do with the javascript libraries available to me. I had a javascript class defined like this: WinJS.Namespace.define("MyApp", { MyClass: WinJS.Class.define(function() { //constructor function }, { /*instance members*/ }, { /*static members*/ }) }); This gives me an object I can access in javascript: var foo = new MyApp.MyClass(); I created my WinRT component like this: namespace MyApp { public sealed class SomeClass { public int SomeMethod() { return 42; } } }   With the thought that from my javascript, I’d be able to do this: var foo = new MyApp.MyClass(); var bar = new MyApp.SomeClass(); //from WinRT component foo.SomeProperty = bar.SomeMethod();   When I tried this, I got the following error when trying to construct MyApp.MyClass (the object defined in Javascript) 0x800a01bd - Javascript runtime error: Object doesn't support this action. I puzzled for a bit, then noticed while debugging that my “MyApp” namespace didn’t have anything in it other than the WinRT component. I changed my WinRT component to this: namespace MyAppUtils { public sealed class SomeClass { //etc } } And after this, everything was fine. So, lesson learned: If you’re using Javascript and create a custom WinRT component, make sure that the WinRT component is in a namespace all its own. Not sure why this happens, and if I find out why or if MS says something about this somewhere, I’ll come back and update this.

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  • How to implement a stack of game states in C++

    - by Lisandro Vaccaro
    I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with the game state (which is what I have now) but I'm not sure how to do it. Currently this is my implementation: class GameState { public: virtual ~GameState(){}; virtual void handle_events() = 0; virtual void logic() = 0; virtual void render() = 0; }; class Menu : public GameState { public: Menu(); ~Menu(); void handle_events(); void logic(); void render(); }; Then I have a global variable of type GameState: GameState *currentState = NULL; And in my Main I define the currentState and call it's methods: int main(){ currentState = new Menu(); currentState.handle_events(); } How can I implement a stack or something similar to go from that to something like this: int main(){ statesStack.push(new Menu()); statesStack.getTop().handle_events(); }

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Syntactic sugar in PHP with static functions

    - by Anna
    The dilemma I'm facing is: should I use static classes for the components of an application just to get nicer looking API? Example - the "normal" way: // example component class Cache{ abstract function get($k); abstract function set($k, $v); } class APCCache extends Cache{ ... } class application{ function __construct() $this->cache = new APCCache(); } function whatever(){ $this->cache->add('blabla'); print $this->cache->get('blablabla'); } } Notice how ugly is this->cache->.... But it gets waay uglier when you try to make the application extensible trough plugins, because then you have to pass the application instance to its plugins, and you get $this->application->cache->... With static functions: interface CacheAdapter{ abstract function get($k); abstract function set($k, $v); } class Cache{ public static $ad; public function setAdapter(CacheAdapter $a){ static::$ad = $ad; } public static function get($k){ return static::$ad->get($k); } ... } class APCCache implements CacheAdapter{ ... } class application{ function __construct(){ cache::setAdapter(new APCCache); } function whatever() cache::add('blabla', 5); print cache::get('blabla'); } } Here it looks nicer because you just call cache::get() everywhere. The disadvantage is that I loose the possibility to extend this class easily. But I've added a setAdapter method to make the class extensible to some point. I'm relying on the fact that I won't need to rewrite to replace the cache wrapper, ever, and that I won't need to run multiple application instances simultaneously (it's basically a site - and nobody works with two sites at the same time) So, am doing it wrong?

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  • Looking for some OO design advice

    - by Andrew Stephens
    I'm developing an app that will be used to open and close valves in an industrial environment, and was thinking of something simple like this:- public static void ValveController { public static void OpenValve(string valveName) { // Implementation to open the valve } public static void CloseValve(string valveName) { // Implementation to close the valve } } (The implementation would write a few bytes of data to the serial port to control the valve - an "address" derived from the valve name, and either a "1" or "0" to open or close the valve). Another dev asked whether we should instead create a separate class for each physical valve, of which there are dozens. I agree it would be nicer to write code like PlasmaValve.Open() rather than ValveController.OpenValve("plasma"), but is this overkill? Also, I was wondering how best to tackle the design with a couple of hypothetical future requirements in mind:- We are asked to support a new type of valve requiring different values to open and close it (not 0 and 1). We are asked to support a valve that can be set to any position from 0-100, rather than simply "open" or "closed". Normally I would use inheritance for this kind of thing, but I've recently started to get my head around "composition over inheritance" and wonder if there is a slicker solution to be had using composition?

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • C# Role Provider for multiple applications

    - by Juventus18
    I'm making a custom RoleProvider that I would like to use across multiple applications in the same application pool. For the administration of roles (create new role, add users to role, etc..) I would like to create a master application that I could login to and set the roles for each additional application. So for example, I might have AppA and AppB in my organization, and I need to make an application called AppRoleManager that can set roles for AppA and AppB. I am having troubles implementing my custom RoleProvider because it uses an initialize method that gets the application name from the config file, but I need the application name to be a variable (i.e. "AppA" or "AppB") and passed as a parameter. I thought about just implementing the required methods, and then also having additional methods that pass application name as a parameter, but that seems clunky. i.e. public override CreateRole(string roleName) { //uses the ApplicationName property of this, which is set in web.config //creates role in db } public CreateRole(string ApplicationName, string roleName) { //creates role in db with specified params. } Also, I would prefer if people were prevented from calling CreateRole(string roleName) because the current instance of the class might have a different applicationName value than intended (what should i do here? throw NotImplementedException?). I tried just writing the class without inheriting RoleProvider. But it is required by the framework. Any general ideas on how to structure this project? I was thinking make a wrapper class that uses the role provider, and explicitly sets the application name before (and after) and calls to the provider something like this: static class RoleProviderWrapper { public static CreateRole(string pApplicationName, string pRoleName) { Roles.Provider.ApplicationName = pApplicationName; Roles.Provider.CreateRole(pRoleName); Roles.Provider.ApplicationName = "Generic"; } } is this my best-bet?

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  • Business Forecast: Cloudy with a Chance to Gain

    - by Oracle OpenWorld Blog Team
    Join us at Oracle OpenWorld to learn how Oracle’s cloud solutions are transforming how customers do business.  Whether you’re interested in public, private or managed clouds, Oracle has a cloud session for you.  The Oracle Cloud Computing track offers an in-depth look at Oracle’s comprehensive cloud offerings, with featured keynotes by Oracle executives Larry Ellison and Thomas Kurian, eight general sessions, and more than 300 sessions and demos. Catch these must-see sessions: Keynotes Hardware and Software, Engineered to Work Together: Why It’s A Different Approach (Larry Ellison, Sunday, September 30 at 5:00 p.m.) The Oracle Cloud: Oracle’s Cloud Platform and Applications Strategy (Thomas Kurian, Tuesday, October 2 at 8:00 a.m.) The Oracle Cloud: Where Social Is Built In (Larry Ellison, Tuesday, October 2 at 2:45 p.m.) General Sessions The Future of Development for Oracle Fusion - From Desktop to Mobile to Cloud (Monday, October 1 at 10:45 a.m.) Oracle Fusion Applications - Overview, Strategy, and Roadmap (Monday, October 1 at 10:45 a.m.) Overview of Oracle’s Public Cloud Strategy (Monday, October 1 at 12:15 p.m.) Overview of Oracle’s Public Cloud for Database and Application Developers (Monday, October 1 at 1:45 p.m.) Building and Managing a Private Oracle Database Cloud (Monday, October 1 at 3:15 p.m.) Building and Managing a Private Oracle Java and Middleware Cloud (Monday, October 1 at 4:45 p.m.) Building Mobile Applications with Oracle Cloud (Monday, October 1 at 4:45 p.m.) Using Enterprise Manager to Manage Your Own Private Cloud (Tuesday, October 2 at 11:45 a.m.) Breakthrough Efficiency in Private Cloud Infrastructure (Tuesday, October 2 at 1:15 p.m.) To stay in touch with Oracle Cloud announcements, follow us on Twitter @OracleCloudZone or Like us on Facebook.

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  • libgdx game not disposing

    - by Yesh
    My game does not exit entirely even after calling dispose() method. It loads a black screen when I launch it for the second time and works well if I kill the game manually and restart it. I get an error that says buffer not allocated with newUnsafeByteBuffer or already disposed when I try to dispose off the SpriteBatch object. This is were I suspect the problem to be. But not able to fix it entirely. Please help! Here is how I have built it (I have put the sample code here just to show you guys that there are no visible loop backs in dispose function, please correct me if I'm wrong)- In game screen, public void dispose() { AssetLoader.dispose(); render.dispose(); Gdx.app.exit(); } Under class AssetLoader- public void dispose(){ Texture.dispose(); sound.dispose(); } Under game render class - public void dispose(){ spritebatch.dispose(); //throws an error when I GameScreen.dispose is called font.dispose(); shaperender.dispose(); } I believe that my spritebatch isn't disposing which is causing the black screen but I cannot find a way to dispose it off successfully. Any help would be greatly appreciated.

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  • Tinkerforge Rotation/LCD & JavaFX Plans

    - by Geertjan
    The first time I integrated two Tinkerforge bricklets, the day before yesterday, was pretty cool: import com.tinkerforge.BrickMaster; import com.tinkerforge.BrickletLCD20x4; import com.tinkerforge.BrickletRotaryPoti; import com.tinkerforge.IPConnection; import java.util.Calendar; public class TFConnectionDemo { private static final String HOST = "localhost"; private static final int PORT = 4223; private static final String MASTERBRICKUID = "somethingabc"; private static final String LCDUID = "somethingabc"; private static final String ROTIUID = "somethingabc"; private static IPConnection ipc; private static BrickMaster master = new BrickMaster(MASTERBRICKUID); private static BrickletLCD20x4 lcd = new BrickletLCD20x4(LCDUID); private static BrickletRotaryPoti poti = new BrickletRotaryPoti(ROTIUID); public static void main(String[] args) { try { ipc = new IPConnection(HOST, PORT); ipc.addDevice(master); ipc.addDevice(lcd); ipc.addDevice(poti); poti.setPositionCallbackPeriod(50); poti.addListener(new BrickletRotaryPoti.PositionListener() { @Override public void position(short position) { lcd.clearDisplay(); Calendar cal = Calendar.getInstance(); lcd.writeLine((short) 0, (short) 0, cal.getTime().toString()); lcd.writeLine((short) 1, (short) 0, "Rotation: " + position); } }); } catch (Exception e) { } } } The result is that the display text in the LCD bricklet changes while I turn the rotation bricklet: Now imagine that you have some JavaFX charts and, while you turn the rotation bricklet (i.e., the dial thing that I'm turning above), the values of the charts change. That would be pretty cool because you'd be able to animate the JavaFX charts by rotating an object externally, i.e., without even touching the keyboard. That would be pretty cool to see and shouldn't be hard to implement.

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  • Jung Meets the NetBeans Platform

    - by Geertjan
    Here's a small Jung diagram in a NetBeans Platform application: And the code, copied directly from the Jung 2.0 Tutorial:  public final class JungTopComponent extends TopComponent { public JungTopComponent() { initComponents(); setName(Bundle.CTL_JungTopComponent()); setToolTipText(Bundle.HINT_JungTopComponent()); setLayout(new BorderLayout()); Graph sgv = getGraph(); Layout<Integer, String> layout = new CircleLayout(sgv); layout.setSize(new Dimension(300, 300)); BasicVisualizationServer<Integer, String> vv = new BasicVisualizationServer<Integer, String>(layout); vv.setPreferredSize(new Dimension(350, 350)); add(vv, BorderLayout.CENTER); } public Graph getGraph() { Graph<Integer, String> g = new SparseMultigraph<Integer, String>(); g.addVertex((Integer) 1); g.addVertex((Integer) 2); g.addVertex((Integer) 3); g.addEdge("Edge-A", 1, 2); g.addEdge("Edge-B", 2, 3); Graph<Integer, String> g2 = new SparseMultigraph<Integer, String>(); g2.addVertex((Integer) 1); g2.addVertex((Integer) 2); g2.addVertex((Integer) 3); g2.addEdge("Edge-A", 1, 3); g2.addEdge("Edge-B", 2, 3, EdgeType.DIRECTED); g2.addEdge("Edge-C", 3, 2, EdgeType.DIRECTED); g2.addEdge("Edge-P", 2, 3); return g; } And here's what someone who attended a NetBeans Platform training course in Poland has done with Jung and the NetBeans Platform: The source code for the above is on Git: git://gitorious.org/j2t/j2t.git

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  • ArchBeat Link-o-Rama for 11/18/2011

    - by Bob Rhubart
    IT executives taking lead role with both private and public cloud projects: survey | Joe McKendrick "The survey, conducted among members of the Independent Oracle Users Group, found that both private and public cloud adoption are up—30% of respondents report having limited-to-large-scale private clouds, up from 24% only a year ago. Another 25% are either piloting or considering private cloud projects. Public cloud services are also being adopted for their enterprises by more than one out of five respondents." - Joe McKendrick SOA all the Time; Architects in AZ; Clearing Info Integration Hurdles This week on the Architect Home Page on OTN. OIM 11g OID (LDAP) Groups Request-Based Provisioning with custom approval – Part I | Alex Lopez Iin part one of a two-part blog post, Alex Lopez illustrates "an implementation of a Custom Approval process and a Custom UI based on ADF to request entitlements for users which in turn will be converted to Group memberships in OID." ArchBeat Podcast Information Integration - Part 3/3 "Oracle Information Integration, Migration, and Consolidation" author Jason Williamson, co-author Tom Laszeski, and book contributor Marc Hebert talk about upcoming projects and about what they've learned in writing their book. InfoQ: Enterprise Shared Services and the Cloud | Ganesh Prasad As an industry, we have converged onto a standard three-layered service model (IaaS, PaaS, SaaS) to describe cloud computing, with each layer defined in terms of the operational control capabilities it offers. This is unlike enterprise shared services, which have unique characteristics around ownership, funding and operations, and they span SaaS and PaaS layers. Ganesh Prasad explores the differences. Stress Testing Oracle ADF BC Applications - Do Connection Pooling and TXN Disconnect Level Oracle ACE Director Andrejus Baranovskis describes "how jbo.doconnectionpooling = true and jbo.txn.disconnect_level = 1 properties affect ADF application performance." Exploring TCP throughput with DTrace | Alan Maguire "According to the theory," says Maguire, "when the number of unacknowledged bytes for the connection is less than the receive window of the peer, the path bandwidth is the limiting factor for throughput."

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  • Optimization ended up in casting an object at each method call

    - by Aybe
    I've been doing some optimization for the following piece of code : public void DrawLine(int x1, int y1, int x2, int y2, int color) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color); } After profiling it about 70% of the time spent was in getting a context for drawing and disposing it. I ended up sketching the following overload : public void DrawLine(int x1, int y1, int x2, int y2, int color, BitmapContext bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, bitmapContext); } Until here no problems, all the user has to do is to pass a context and performance is really great as a context is created/disposed one time only (previously it was a thousand times per second). The next step was to make it generic in the sense it doesn't depend on a particular framework for rendering (besides .NET obvisouly). So I wrote this method : public void DrawLine(int x1, int y1, int x2, int y2, int color, IDisposable bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, (BitmapContext)bitmapContext); } Now every time a line is drawn the generic context is casted, this was unexpected for me. Are there any approaches for fixing this design issue ? Note : _bitmap is a WriteableBitmap from WPF BitmapContext is from WriteableBitmapEx library DrawLineBresenham is an extension method from WriteableBitmapEx

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  • The Endeca UI Design Pattern Library Returns

    - by Joe Lamantia
    I'm happy to announce that the Endeca UI Design Pattern Library - now titled the Endeca Discovery Pattern Library - is once again providing guidance and good practices on the design of discovery experiences.  Launched publicly in 2010 following several years of internal development and usage, the Endeca Pattern Library is a unique and valued source of industry-leading perspective on discovery - something I've come to appreciate directly through  fielding the consistent stream of inquiries about the library's status, and requests for its rapid return to public availability. Restoring the library as a public resource is only the first step!  For the next stage of the library's evolution, we plan to increase the scope of the guidance it offers beyond user interface design to the broader topic of discovery.  This could include patterns for architecture at the systems, user experience, and business levels; information and process models; analytical method and activity patterns for conducting discovery; and organizational and resource patterns for provisioning discovery capability in different settings.  We'd like guidance from the community on the kinds of patterns that are most valuable - so make sure to let us know. And we're also considering ways to increase the number of patterns the library offers, possibly by expanding the set of contributors and the authoring mechanisms. If you'd like to contribute, please get in touch. Here's the new address of the library: http://www.oracle.com/goto/EndecaDiscoveryPatterns And I should say 'Many thanks' to the UXDirect team and all the others within the Oracle family who helped - literally - keep the library alive, and restore it as a public resource.

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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  • Self-referencing anonymous closures: is JavaScript incomplete?

    - by Tom Auger
    Does the fact that anonymous self-referencing function closures are so prevelant in JavaScript suggest that JavaScript is an incomplete specification? We see so much of this: (function () { /* do cool stuff */ })(); and I suppose everything is a matter of taste, but does this not look like a kludge, when all you want is a private namespace? Couldn't JavaScript implement packages and proper classes? Compare to ActionScript 3, also based on EMACScript, where you get package com.tomauger { import bar; class Foo { public function Foo(){ // etc... } public function show(){ // show stuff } public function hide(){ // hide stuff } // etc... } } Contrast to the convolutions we perform in JavaScript (this, from the jQuery plugin authoring documentation): (function( $ ){ var methods = { init : function( options ) { // THIS }, show : function( ) { // IS }, hide : function( ) { // GOOD }, update : function( content ) { // !!! } }; $.fn.tooltip = function( method ) { // Method calling logic if ( methods[method] ) { return methods[ method ].apply( this, Array.prototype.slice.call( arguments, 1 )); } else if ( typeof method === 'object' || ! method ) { return methods.init.apply( this, arguments ); } else { $.error( 'Method ' + method + ' does not exist on jQuery.tooltip' ); } }; })( jQuery ); I appreciate that this question could easily degenerate into a rant about preferences and programming styles, but I'm actually very curious to hear how you seasoned programmers feel about this and whether it feels natural, like learning different idiosyncrasies of a new language, or kludgy, like a workaround to some basic programming language components that are just not implemented?

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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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  • Implications on automatically "open" third party domain aliasing to one of my subdomains

    - by Giovanni
    I have a domain, let's call it www.mydomain.com where I have a portal with an active community of users. In this portal users cooperate in a wiki way to build some "kind of software". These software applications can then be run by accessing "public.mydomain.com/softwarename" I then want to let my users run these applications from their own subdomains. I know I can do that by automatically modifying the.htaccess file. This is not a problem. I want to let these users create dns aliases to let them access one specific subdomain. So if a user "pippo" that owns "www.pippo.com" wants to run software HelloWorld from his own subdomains he has to: Register to my site Create his own subdomain on his own site, run.pippo.com From his DNS control panel, he creates a CNAME record "run.pippo.com" pointing to "public.mydomain.com" He types in a browser http://run.pippo.com/HelloWorld When the software(that is physically run on my server) is called, first it checks that the originating domain is a trusted one. I don't do any other kind of check that restricts software execution. From a SEO perspective, I care about Google indexing of www.mydomain.com but I don't care about indexing of public.mydomain.com What are the possible security implications of doing this for my site? Is there a better way to do this or software that already does this that I can use?

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Better solution then simple factory method when concrete implementations have different attributes

    - by danip
    abstract class Animal { function eat() {..} function sleep() {..} function isSmart() } class Dog extends Animal { public $blnCanBark; function isSmart() { return $this->blnCanBark; } } class Cat extends Animal { public $blnCanJumpHigh; function isSmart() { return $this->blnCanJumpHigh; } } .. and so on up to 10-20 animals. Now I created a factory using simple factory method and try to create instances like this: class AnimalFactory { public static function create($strName) { switch($strName) { case 'Dog': return new Dog(); case 'Cat': return new Cat(); default: break; } } } The problem is I can't set the specific attributes like blnCanBark, blnCanJumpHigh in an efficient way. I can send all of them as extra params to create but this will not scale to more then a few classes. Also I can't break the inheritance because a lot of the basic functionality is the same. Is there a better pattern to solve this?

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  • Design guideline for saving big byte stream in c# [migrated]

    - by Praveen
    I have an application where I am receiving big byte array very fast around per 50 miliseconds. The byte array contains some information like file name etc. The data (byte array ) may come from several sources. Each time I receive the data, I have to find the file name and save the data to that file name. I need some guide lines to how should I design it so that it works efficient. Following is my code... public class DataSaver { private static Dictionary<string, FileStream> _dictFileStream; public static void SaveData(byte[] byteArray) { string fileName = GetFileNameFromArray(byteArray); FileStream fs = GetFileStream(fileName); fs.Write(byteArray, 0, byteArray.Length); } private static FileStream GetFileStream(string fileName) { FileStream fs; bool hasStream = _dictFileStream.TryGetValue(fileName, out fs); if (!hasStream) { fs = new FileStream(fileName, FileMode.Append); _dictFileStream.Add(fileName, fs); } return fs; } public static void CloseSaver() { foreach (var key in _dictFileStream.Keys) { _dictFileStream[key].Close(); } } } How can I improve this code ? I need to create a thread maybe to do the saving.

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  • How can I resolve component types in a way that supports adding new types relatively easily?

    - by John
    I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I can add and retrieve components. class GameObject: public Object { public: GameObject(std::string objectName); ~GameObject(void); Component * AddComponent(std::string name); Component * AddComponent(Component componentType); Component * GetComponent (std::string TypeName); Component * GetComponent (<Component Type Here>); private: std::map<std::string,Component*> m_components; }; I will have a collection of components that inherit from the base Components class. So if I have a meshRenderer component and would like to do the following GameObject * warship = new GameObject("myLovelyWarship"); MeshRenderer * meshRenderer = warship->AddComponent(MeshRenderer); or possibly MeshRenderer * meshRenderer = warship->AddComponent("MeshRenderer"); I could be make a Component Factory like this: class ComponentFactory { public: static Component * CreateComponent(const std::string &compTyp) { if(compTyp == "MeshRenderer") return new MeshRenderer; if(compTyp == "Collider") return new Collider; return NULL; } }; However, I feel like I should not have to keep updating the Component Factory every time I want to create a new custom Component but it is an option. Is there a more proper way to add and retrieve these components? Is standard templates another solution?

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