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  • ListBox content does not resize when window is made smaller

    - by DamonGant
    I'm using .NET 4.0 (not .NET 4.0 CP) and have run into this kinda unique issue. I created a ListBox to display bound elements, first off here is (a part) of my XAML. <Grid Grid.Row="2" Background="#EEEEEE"> <Border Margin="6,10,10,10" BorderBrush="#666666" BorderThickness="1"> <ListBox ItemsSource="{Binding}" Name="appList" BorderThickness="0" HorizontalContentAlignment="Stretch" HorizontalAlignment="Stretch"> <ItemsControl.ItemTemplate> <DataTemplate> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="80" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Border Grid.Column="0" Margin="5" BorderThickness="3" CornerRadius="2" BorderBrush="Black" HorizontalAlignment="Left" VerticalAlignment="Top" x:Name="ItemBorder"> <Image Width="64" Height="64" Source="{Binding Path=IconUri}" Stretch="UniformToFill" /> </Border> <StackPanel Margin="0,5,5,5" Grid.Column="1" Orientation="Vertical" HorizontalAlignment="Stretch"> <TextBlock FontSize="18" Text="{Binding Path=DisplayName}" /> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="*" /> <ColumnDefinition Width="60"/> </Grid.ColumnDefinitions> <ProgressBar Grid.Column="0" Height="24" HorizontalAlignment="Stretch" IsIndeterminate="{Binding Path=IsDiscovering}" Value="{Binding Path=PercentageDownloaded}" /> <TextBlock Grid.Column="1" HorizontalAlignment="Center" VerticalAlignment="Center"><TextBlock x:Name="percentageDownloaded" /><TextBlock x:Name="percentageMeter">%</TextBlock></TextBlock> </Grid> </StackPanel> </Grid> <DataTemplate.Triggers> <DataTrigger Binding="{Binding Path=IsDiscovering}"> <DataTrigger.Value>True</DataTrigger.Value> <Setter TargetName="percentageDownloaded" Property="Text" Value="N/A" /> <Setter TargetName="percentageMeter" Property="Visibility" Value="Collapsed" /> </DataTrigger> <DataTrigger Binding="{Binding Path=IsDiscovering}"> <DataTrigger.Value>False</DataTrigger.Value> <Setter TargetName="percentageDownloaded" Property="Text" Value="{Binding Path=PercentageDownloaded}" /> <Setter TargetName="percentageMeter" Property="Visibility" Value="Visible" /> </DataTrigger> </DataTemplate.Triggers> </DataTemplate> </ItemsControl.ItemTemplate> </ListBox> </Border> </Grid> Sizing the window up stretches the ListBox content just fine, but when I size it down, it retains it's width and spawns vertical scrollbars.

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  • Writing a managed wrapper for unmanaged (C++) code - custom types/structs

    - by Bobby
    faacEncConfigurationPtr FAACAPI faacEncGetCurrentConfiguration( faacEncHandle hEncoder); I'm trying to come up with a simple wrapper for this C++ library; I've never done more than very simple p/invoke interop before - like one function call with primitive arguments. So, given the above C++ function, for example, what should I do to deal with the return type, and parameter? FAACAPI is defined as: #define FAACAPI __stdcall faacEncConfigurationPtr is defined: typedef struct faacEncConfiguration { int version; char *name; char *copyright; unsigned int mpegVersion; unsigned long bitRate; unsigned int inputFormat; int shortctl; psymodellist_t *psymodellist; int channel_map[64]; } faacEncConfiguration, *faacEncConfigurationPtr; AFAIK this means that the return type of the function is a reference to this struct? And faacEncHandle is: typedef struct { unsigned int numChannels; unsigned long sampleRate; ... SR_INFO *srInfo; double *sampleBuff[MAX_CHANNELS]; ... double *freqBuff[MAX_CHANNELS]; double *overlapBuff[MAX_CHANNELS]; double *msSpectrum[MAX_CHANNELS]; CoderInfo coderInfo[MAX_CHANNELS]; ChannelInfo channelInfo[MAX_CHANNELS]; PsyInfo psyInfo[MAX_CHANNELS]; GlobalPsyInfo gpsyInfo; faacEncConfiguration config; psymodel_t *psymodel; /* quantizer specific config */ AACQuantCfg aacquantCfg; /* FFT Tables */ FFT_Tables fft_tables; int bitDiff; } faacEncStruct, *faacEncHandle; So within that struct we see a lot of other types... hmm. Essentially, I'm trying to figure out how to deal with these types in my managed wrapper? Do I need to create versions of these types/structs, in C#? Something like this: [StructLayout(LayoutKind.Sequential)] struct faacEncConfiguration { uint useTns; ulong bitRate; ... } If so then can the runtime automatically "map" these objects onto eachother? And, would I have to create these "mapped" types for all the types in these return types/parameter type hierarchies, all the way down until I get to all primitives? I know this is a broad topic, any advice on getting up-to-speed quickly on what I need to learn to make this happen would be very much appreciated! Thanks!

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  • boost.asio error on read from socket.

    - by niXman
    The following code of the client: typedef boost::array<char, 10> header_packet; header_packet header; boost::system::error_code error; ... /** send header */ boost::asio::write( _socket, boost::asio::buffer(header, header.size()), boost::asio::transfer_all(), error ); /** send body */ boost::asio::write( _socket, boost::asio::buffer(buffer, buffer.length()), boost::asio::transfer_all(), error ); of the server: struct header { boost::uint32_t header_length; boost::uint32_t id; boost::uint32_t body_length; }; static header unpack_header(const header_packet& data) { header hdr; sscanf(data.data(), "%02d%04d%04d", &hdr.header_length, &hdr.id, &hdr.body_length); return hdr; } void connection::start() { boost::asio::async_read( _socket, boost::asio::buffer(_header, _header.size()), boost::bind( &connection::read_header_handler, shared_from_this(), boost::asio::placeholders::error ) ); } /***************************************************************************/ void connection::read_header_handler(const boost::system::error_code& e) { if ( !e ) { std::cout << "readed header: " << _header.c_array() << std::endl; std::cout << constants::unpack_header(_header); boost::asio::async_read( _socket, boost::asio::buffer(_body, constants::unpack_header(_header).body_length), boost::bind( &connection::read_body_handler, shared_from_this(), boost::asio::placeholders::error ) ); } else { /** report error */ std::cout << "read header finished with error: " << e.message() << std::endl; } } /***************************************************************************/ void connection::read_body_handler(const boost::system::error_code& e) { if ( !e ) { std::cout << "readed body: " << _body.c_array() << std::endl; start(); } else { /** report error */ std::cout << "read body finished with error: " << e.message() << std::endl; } } On the server side the method read_header_handler() is called, but the method read_body_handler() is never called. Though the client has written down the data in a socket. The header is readed and decoded successfully. What's the error?

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  • Dynamic Dispatch without Virtual Functions

    - by Kristopher Johnson
    I've got some legacy code that, instead of virtual functions, uses a kind field to do dynamic dispatch. It looks something like this: // Base struct shared by all subtypes // Plain-old data; can't use virtual functions struct POD { int kind; int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); }; enum Kind { Kind_Derived1, Kind_Derived2, Kind_Derived3 }; struct Derived1: POD { Derived1(): kind(Kind_Derived1) {} int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); // plus other type-specific data and function members }; struct Derived2: POD { Derived2(): kind(Kind_Derived2) {} int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); // plus other type-specific data and function members }; struct Derived3: POD { Derived3(): kind(Kind_Derived3) {} int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); // plus other type-specific data and function members }; and then the POD class's function members are implemented like this: int POD::GetFoo() { // Call kind-specific function switch (kind) { case Kind_Derived1: { Derived1 *pDerived1 = static_cast<Derived1*>(this); return pDerived1->GetFoo(); } case Kind_Derived2: { Derived2 *pDerived2 = static_cast<Derived2*>(this); return pDerived2->GetFoo(); } case Kind_Derived3: { Derived3 *pDerived3 = static_cast<Derived3*>(this); return pDerived3->GetFoo(); } default: throw UnknownKindException(kind, "GetFoo"); } } POD::GetBar(), POD::GetBaz(), POD::GetXyzzy(), and other members are implemented similarly. This example is simplified. The actual code has about a dozen different subtypes of POD, and a couple dozen methods. New subtypes of POD and new methods are added pretty frequently, and so every time we do that, we have to update all these switch statements. The typical way to handle this would be to declare the function members virtual in the POD class, but we can't do that because the objects reside in shared memory. There is a lot of code that depends on these structs being plain-old-data, so even if I could figure out some way to have virtual functions in shared-memory objects, I wouldn't want to do that. So, I'm looking for suggestions as to the best way to clean this up so that all the knowledge of how to call the subtype methods is centralized in one place, rather than scattered among a couple dozen switch statements in a couple dozen functions. What occurs to me is that I can create some sort of adapter class that wraps a POD and uses templates to minimize the redundancy. But before I start down that path, I'd like to know how others have dealt with this.

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  • VBScript Can not Select XML nodes

    - by urbanMethod
    I am trying to Select nodes from some webservice response XML to no avail. For some reason I am able to select the root node ("xmldata") however, when I try to drill deeper("xmldata/customers") everything is returned empty! Below is the a sample of the XML that is returned by the webservice. <xmldata> <customers> <customerid>22506</customerid> <firstname>Jim</firstname> <issuperadmin>N</issuperadmin> <lastname>Jones</lastname> </customers> </xmldata> and here is the code I am trying to select customerid, firstname, and lastname; ' Send the Xml oXMLHttp.send Xml_to_Send ' Validate the Xml dim xmlDoc set xmlDoc = Server.CreateObject("Msxml2.DOMDocument") xmlDoc.load (oXMLHttp.ResponseXML.text) if(len(xmlDoc.text) = 0) then Xml_Returned = "<B>ERROR in Response xml:<BR>ERROR DETAILS:</B><BR><HR><BR>" end if dim nodeList Set nodeList = xmlDoc.SelectNodes("xmldata/customers") For Each itemAttrib In nodeList dim custID, custLname, custFname custID =itemAttrib.selectSingleNode("customerid").text custLname =itemAttrib.selectSingleNode("lastname").text custFname =itemAttrib.selectSingleNode("firstname").text response.write("News Subject: " & custID) response.write("<br />News Subject: " & custLname) response.write("<br />News Date: " & custFname) Next The result of the code above is zilch! nothing is written to the page. One strange thing is if I select the root element and get its length as follows; Set nodeList = xmlDoc.SelectNodes("xmldata") Response.Write(nodeList.length) '1 is written to page It correctly determines the length of 1. However when I try the same with the next node down as follows; Set nodeList2 = xmlDoc.SelectNodes("xmldata/customers") Response.Write(nodeList.length) '0 is written to page It returns a length of 0. WHY! Please note that this isn't the only way I have attempted to access the values of these nodes. I just can not work out what I am doing wrong. Could someone please help me out. Cheers.

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  • Linux configurations that would affect Java memory usage?

    - by wmacura
    Hi, Background: I have a set of java background workers I start as part of my webapp. I develop locally on Ubuntu 10.10 and deploy to an Ubuntu 10.04LTS server (a media temple (ve) instance). They're both running the same JVM: Sun JVM 1.6.0_22-b04. As part of the initialization script each worker is started with explicit Xmx, Xms, and XX:MaxPermGen settings. Yet somehow locally all 10 workers use 250MB, while on the server they use more than 2.7GB. I don't know how to begin to track this down. I thought the Ubuntu (and thus, kernel) version might make a difference, but I tried an old 10.04 VM and it behaves as expected. I've noticed that the machine does not seem to ever use memory for buffer or cache (according to htop), which seems a bit strange, but perhaps normal for a server? (edited) Some info: (server) root@devel:/app/axir/target# uname -a Linux devel 2.6.18-028stab069.5 #1 SMP Tue May 18 17:26:16 MSD 2010 x86_64 GNU/Linux (local) wiktor@beastie:~$ uname -a Linux beastie 2.6.35-25-generic #44-Ubuntu SMP Fri Jan 21 17:40:44 UTC 2011 x86_64 GNU/Linux (edited) Comparing PS output: (ps -eo "ppid,pid,cmd,rss,sz,vsz") PPID PID CMD RSS SZ VSZ (local) 1588 1615 java -cp axir-distribution. 25484 234382 937528 1615 1631 java -cp /home/wiktor/Code/ 83472 163059 652236 1615 1657 java -cp /home/wiktor/Code/ 70624 89135 356540 1615 1658 java -cp /home/wiktor/Code/ 37652 77625 310500 1615 1669 java -cp /home/wiktor/Code/ 38096 77733 310932 1615 1675 java -cp /home/wiktor/Code/ 37420 61395 245580 1615 1684 java -cp /home/wiktor/Code/ 38000 77736 310944 1615 1703 java -cp /home/wiktor/Code/ 39180 78060 312240 1615 1712 java -cp /home/wiktor/Code/ 38488 93882 375528 1615 1719 java -cp /home/wiktor/Code/ 38312 77874 311496 1615 1726 java -cp /home/wiktor/Code/ 38656 77958 311832 1615 1727 java -cp /home/wiktor/Code/ 78016 89429 357716 (server) 22522 23560 java -cp axir-distribution. 24860 285196 1140784 23560 23585 java -cp /app/axir/target/a 100764 161629 646516 23560 23667 java -cp /app/axir/target/a 72408 92682 370728 23560 23670 java -cp /app/axir/target/a 39948 97671 390684 23560 23674 java -cp /app/axir/target/a 40140 81586 326344 23560 23739 java -cp /app/axir/target/a 39688 81542 326168 They look very similar. In fact, the question now is why, if I add up the virtual memory usage on the server (3.2GB) does it more closely reflect 2.4GB of memory used (according to free), yet locally the virtual memory used adds up to a much more substantial 4.7GB but only actually uses ~250MB. It seems that perhaps memory isn't being shared as aggressively. (if that's even possible) Thank you for your help, Wiktor

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  • Using drawAtPoint with my CIImage not doing anything on screen

    - by Adam
    Stuck again. :( I have the following code crammed into a procedure invoked when I click on a button on my application main window. I'm just trying to tweak a CIIMage and then display the results. At this point I'm not even worried about exactly where / how to display it. I'm just trying to slam it up on the window to make sure my Transform worked. This code seems to work down through the drawAtPoint message. But I never see anything on the screen. What's wrong? Thanks. Also, as far as displaying it in a particular location on the window ... is the best technique to put a frame of some sort on the window, then get the coordinates of that frame and "draw into" that rectangle? Or use a specific control from IB? Or what? Thanks again. // earlier I initialize a NSImage from JPG file on disk. // then create NSBitmapImageRep from the NSImage. This all works fine. // then ... CIImage * inputCIimage = [[CIImage alloc] initWithBitmapImageRep:inputBitmap]; if (inputCIimage == Nil) NSLog(@"could not create CI Image"); else { NSLog (@"CI Image created. working on transform"); CIFilter *transform = [CIFilter filterWithName:@"CIAffineTransform"]; [transform setDefaults]; [transform setValue:inputCIimage forKey:@"inputImage"]; NSAffineTransform *affineTransform = [NSAffineTransform transform]; [affineTransform rotateByDegrees:3]; [transform setValue:affineTransform forKey:@"inputTransform"]; CIImage * myResult = [transform valueForKey:@"outputImage"]; if (myResult == Nil) NSLog(@"Transformation failed"); else { NSLog(@"Created transformation successfully ... now render it"); [myResult drawAtPoint: NSMakePoint ( 0,0 ) fromRect: NSMakeRect ( 0,0,128,128 ) operation: NSCompositeSourceOver fraction: 1.0]; //100% opaque [inputCIimage release]; } }

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  • g++ linker error--typeinfo, but not vtable

    - by James
    I know the standard answer for a linker error about missing typeinfo usually also involves vtable and some virtual function that I forgot to actually define. I'm fairly certain that's not the situation this time. Here's the error: UI.o: In function boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::Resource::GroupByState>(boost::shared_ptr<Graphics::Resource::GroupByState> const&, boost::detail::dynamic_cast_tag)': UI.cpp:(.text._ZN5boost10shared_ptrIN8Graphics7Widgets9WidgetSetEEC1INS1_8Resource12GroupByStateEEERKNS0_IT_EENS_6detail16dynamic_cast_tagE[boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::Resource::GroupByState>(boost::shared_ptr<Graphics::Resource::GroupByState> const&, boost::detail::dynamic_cast_tag)]+0x30): undefined reference totypeinfo for Graphics::Widgets::WidgetSet' Running c++filt on the obnoxious mangled name shows that it actually is looking at .boost::shared_ptr::shared_ptr(boost::shared_ptr const&, boost::detail::dynamic_cast_tag) The inheritance hierarchy looks something like class AbstractGroup { typedef boost::shared_ptr<AbstractGroup> Ptr; ... }; class WidgetSet : public AbstractGroup { typedef boost::shared_ptr<WidgetSet> Ptr; ... }; class GroupByState : public AbstractGroup { ... }; Then there's this: class UI : public GroupByState { ... void LoadWidgets( GroupByState::Ptr resource ); }; Then the original implementation: void UI::LoadWidgets( GroupByState::Ptr resource ) { WidgetSet::Ptr tmp( boost::dynamic_pointer_cast< WidgetSet >(resource) ); if( tmp ) { ... } } Stupid error on my part (trying to cast to a sibling class with a shared parent), even if the error is kind of cryptic. Changing to this: void UI::LoadWidgets( AbstractGroup::Ptr resource ) { WidgetSet::Ptr tmp( boost::dynamic_pointer_cast< WidgetSet >(resource) ); if( tmp ) { ... } } (which I'm fairly sure is what I actually meant to be doing) left me with a very similar error: UI.o: In function boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::_Drawer::Group>(boost::shared_ptr<Graphics::_Drawer::Group> const&, boost::detail::dynamic_cast_tag)': UI.cpp:(.text._ZN5boost10shared_ptrIN8Graphics7Widgets9WidgetSetEEC1INS1_7_Drawer5GroupEEERKNS0_IT_EENS_6detail16dynamic_cast_tagE[boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::_Drawer::Group>(boost::shared_ptr<Graphics::_Drawer::Group> const&, boost::detail::dynamic_cast_tag)]+0x30): undefined reference totypeinfo for Graphics::Widgets::WidgetSet' collect2: ld returned 1 exit status dynamic_cast_tag is just an empty struct in boost/shared_ptr.hpp. It's just a guess that boost might have anything at all to do with the error. Passing in a WidgetSet::Ptr totally eliminates the need for a cast, and it builds fine (which is why I think there's more going on than the standard answer for this question). Obviously, I'm trimming away a lot of details that might be important. My next step is to cut it down to the smallest example that fails to build, but I figured I'd try the lazy way out and take a stab on here first. TIA!

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  • Create a Counter within a For-Loop?

    - by Todd Hartman
    I am a novice programmer and apologize upfront for the complicated question. I am trying to create a lexical decision task for experimental research, in which respondents must decide if a series of letters presented on the screen make a "word" or "not a word". Everything works reasonably well except for the bit where I want to randomly select a word (category A) or nonword (category B) for each of 80 trials from a separate input file (input.txt). The randomization works, but some elements from each list (category A or B) are skipped because I have used "round.catIndex = j;" where "j" is a loop for each successive trial. Because some trials randomly select from Category A and other from Category B, "j" does not move successively down the list for each category. Instead, elements from the Category A list may be selected from something like 1, 2, 5, 8, 9, 10, and so on (it varies each time because of the randomization). To make a long story short(!), how do I create a counter that will work within the for-loop for each trial, so that every word and nonword from Category A and B, respectively, will be used for the lexical decision task? Everything I have tried thus far does not work properly or breaks the javascript entirely. Below is my code snippet and the full code is available at http://50.17.194.59/LDT/trunk/LDT.js. Also, the full lexical decision task can be accessed at http://50.17.194.59/LDT/trunk/LDT.php. Thanks! function initRounds() { numlst = []; for (var k = 0; k<numrounds; k++) { if (k % 2 == 0) numlst[k] = 0; else numlst[k] = 1; } numlst.sort(function() {return 0.5 - Math.random()}) for (var j = 0; j<numrounds; j++) { var round = new LDTround(); if (numlst[j] == 0) { round.category = input.catA.datalabel; } else if (numlst[j] == 1) { round.category = input.catB.datalabel; } // pick a category & stimulus if (round.category == input.catA.datalabel) { round.itemtype = input.catA.itemtype; round.correct = 1; round.catIndex = j; } else if (round.category == input.catB.datalabel) { round.itemtype = input.catB.itemtype; round.correct = 2; round.catIndex = j; } roundArray[i].push(round); } return roundArray; }

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  • fancybox image sometimes renders outside box

    - by Colleen
    I have the following django template: <script type="text/javascript" src="{{ STATIC_URL }}js/ jquery.fancybox-1.3.4.pack.js"></script> <link rel="stylesheet" href="{{ STATIC_URL }}css/ jquery.fancybox-1.3.4.css" type="text/css" media="screen" /> {% include "submission-form.html" with section="photos" %} <div class="commentables"> {% load thumbnail %} {% for story in objects %} <div class="image {% if forloop.counter|add:"-1"| divisibleby:picsinrow %}left{% else %}{% if forloop.counter| divisibleby:picsinrow %}right{% else %}middle{% endif %}{% endif %}"> {% if story.image %} {% thumbnail story.image size crop="center" as full_im %} <a rel="gallery" href="{% url post slug=story.slug %}"> <img class="preview" {% if story.title %} alt="{{ story.title }}" {% endif %} src="{{ full_im.url }}" full- image="{% if story.image_url %}{{ story.image_url }}{% else %} {{ story.image.url }}{% endif %}"> </a> {% endthumbnail %} {% else %} {% if story.image_url %} {% thumbnail story.image_url size crop="center" as full_im %} <a rel="gallery" href="{% url post slug=story.slug %}"> <img class="preview" {% if story.title %} alt="{{ story.title }}" {% endif %} src="{{ full_im.url }}" full- image="{{ story.image_url }}"> </a> {% endthumbnail %} {% endif %} {% endif %} </div> {% endfor %} {% if rowid != "last" %} <br style="clear: both" /> {% endif %} {% if not no_more_button %} <p style="text-align: right;" class="more-results"><a href="{% url images school_slug tag_slug %}">more...</a></p> {% endif %} </div> <script> $(document).ready(function(){ function changeattr(e){ var f = $(e.clone()); $(f.children()[0]).attr('src', $(f.children() [0]).attr("full-image")); $(f.children()[0]).attr('height', '500px'); return f[0].outerHTML; } $('.image a').each(function(idx, elem) { var e = $(elem); e.fancybox({ title: $(e.children()[0]).attr('alt'), content: changeattr(e) }); }); }); </script> and I'm occasionally getting weird display errors where the box will either not render anything at all (so it will show up as just a thin white bar, basically) or it will render only about 30 px wide, and position itself halfway down the page. In both cases, if I inspect element, I can see the "shadow" of the full picture, at the right size, with the right url. Image source doesnt' seem to make a difference, I'm getting no errors, and this is happening in both chrome and firefox. Does anyone have any ideas?

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  • Resize AIR app window while dragging

    - by matt lohkamp
    So I've noticed Windows 7 has a disturbing tendency to prevent you from dragging the title bar of windows off the top of the screen. If you try - in this case, using an air app with a draggable area at the bottom of the window, allowing you to push the top of the window up past the screen - it just kicks the window back down far enough that the title bar is at the top of what it considers the 'visible area.' One solution would be to resize the app window as it moves, so that the title bar is always where windows wants it. How would you resize the window while you're dragging it, though? Would you do it like this? dragHitArea.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void{ stage.nativeWindow.height += 50; stage.nativeWindow.startMove(); stage.nativeWindow.height -= 50; }); see what's going on there? When I click, I'm doing startMove(), which is hooking into the OS' function for dragging a window around. I'm also increasing and decreasing the height of the window by 50 pixels - which should give me no net increase, right? Wrong - the first '.height +=' gets executed, but the '.height -=' after the .startMove() never runs. Why? update - If you're curious, I'm programming an air widget with fly-out menus which expand rightwards and upwards - and since those element can only be displayed within the boundaries of the application window itself (even though the window is set to be chromeless and transparent) I have to expand the application's borders to include the area that the menu 'pops up' into. In the extreme case, with the widget positioned bottom left, and the menus expanded completely across to the right side and top edge of the screen, the application area could very well cover the entire desktop. The problem is, when it's expanded like this, if the user drags it up and to the right, it causes the 'title bar' area of the application window to move above the top edge of the desktop area, where it would normally be unreachable; and Windows automatically re-positions the window back below that edge once the .startMove() operation is completed. So what I want to do is continually resize the height of the application so that the visual effect will be the same for the user, but for the benefit of the operating system the window's title bar will never be above that top boundary of the desktop area.

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  • using a Singleton to pass credentials in a multi-tenant application a code smell?

    - by Hans Gruber
    Currently working on a multi-tenant application that employs Shared DB/Shared Schema approach. IOW, we enforce tenant data segregation by defining a TenantID column on all tables. By convention, all SQL reads/writes must include a Where TenantID = '?' clause. Not an ideal solution, but hindsight is 20/20. Anyway, since virtually every page/workflow in our app must display tenant specific data, I made the (poor) decision at the project's outset to employ a Singleton to encapsulate the current user credentials (i.e. TenantID and UserID). My thinking at the time was that I didn't want to add a TenantID parameter to each and every method signature in my Data layer. Here's what the basic pseudo-code looks like: public class UserIdentity { public UserIdentity(int tenantID, int userID) { TenantID = tenantID; UserID = userID; } public int TenantID { get; private set; } public int UserID { get; private set; } } public class AuthenticationModule : IHttpModule { public void Init(HttpApplication context) { context.AuthenticateRequest += new EventHandler(context_AuthenticateRequest); } private void context_AuthenticateRequest(object sender, EventArgs e) { var userIdentity = _authenticationService.AuthenticateUser(sender); if (userIdentity == null) { //authentication failed, so redirect to login page, etc } else { //put the userIdentity into the HttpContext object so that //its only valid for the lifetime of a single request HttpContext.Current.Items["UserIdentity"] = userIdentity; } } } public static class CurrentUser { public static UserIdentity Instance { get { return HttpContext.Current.Items["UserIdentity"]; } } } public class WidgetRepository: IWidgetRepository{ public IEnumerable<Widget> ListWidgets(){ var tenantId = CurrentUser.Instance.TenantID; //call sproc with tenantId parameter } } As you can see, there are several code smells here. This is a singleton, so it's already not unit test friendly. On top of that you have a very tight-coupling between CurrentUser and the HttpContext object. By extension, this also means that I have a reference to System.Web in my Data layer (shudder). I want to pay down some technical debt this sprint by getting rid of this singleton for the reasons mentioned above. I have a few thoughts on what an better implementation might be, but if anyone has any guidance or lessons learned they could share, I would be much obliged.

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  • Remove never-run call to templated function, get allocation error on run-time

    - by Narfanator
    First off, I'm a bit at a loss as to how to ask this question. So I'm going to try throwing lots of information at the problem. Ok, so, I went to completely redesign my test project for my experimental core library thingy. I use a lot of template shenanigans in the library. When I removed the "user" code, the tests gave me a memory allocation error. After quite a bit of experimenting, I narrowed it down to this bit of code (out of a couple hundred lines): void VOODOO(components::switchBoard &board){ board.addComponent<using_allegro::keyInputs<'w'> >(); } Fundementally, what's weirding me out is that it appears that the act of compiling this function (and the template function it then uses, and the template functions those then use...), makes this bug not appear. This code is not being run. Similar code (the same, but for different key vals) occurs elsewhere, but is within Boost TDD code. I realize I certainly haven't given enough information for you to solve it for me; I tried, but it more-or-less spirals into most of the code base. I think I'm most looking for "here's what the problem could be", "here's where to look", etc. There's something that's happening during compile because of this line, but I don't know enough about that step to begin looking. Sooo, how can a (presumably) compilied, but never actually run, bit of templated code, when removed, cause another part of code to fail? Error: Unhandled exceptionat 0x6fe731ea (msvcr90d.dll) in Switchboard.exe: 0xC0000005: Access violation reading location 0xcdcdcdc1. Callstack: operator delete(void * pUser Data) allocator< class name related to key inputs callbacks ::deallocate vector< same class ::_Insert_n(...) vector< " " ::insert(...) vector<" "::push_back(...) It looks like maybe the vector isn't valid, because _MyFirst and similar data members are showing values of 0xcdcdcdcd in the debugger. But the vector is a member variable...

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  • A question about making a C# class persistent during a file load

    - by Adam
    Apologies for the indescriptive title, however it's the best I could think of for the moment. Basically, I've written a singleton class that loads files into a database. These files are typically large, and take hours to process. What I am looking for is to make a method where I can have this class running, and be able to call methods from within it, even if it's calling class is shut down. The singleton class is simple. It starts a thread that loads the file into the database, while having methods to report on the current status. In a nutshell it's al little like this: public sealed class BulkFileLoader { static BulkFileLoader instance = null; int currentCount = 0; BulkFileLoader() public static BulkFileLoader Instance { // Instanciate the instance class if necessary, and return it } public void Go() { // kick of 'ProcessFile' thread } public void GetCurrentCount() { return currentCount; } private void ProcessFile() { while (more rows in the import file) { // insert the row into the database currentCount++; } } } The idea is that you can get an instance of BulkFileLoader to execute, which will process a file to load, while at any time you can get realtime updates on the number of rows its done so far using the GetCurrentCount() method. This works fine, except the calling class needs to stay open the whole time for the processing to continue. As soon as I stop the calling class, the BulkFileLoader instance is removed, and it stops processing the file. What I am after is a solution where it will continue to run independently, regardless of what happens to the calling class. I then tried another approach. I created a simple console application that kicks off the BulkFileLoader, and then wrapped it around as a process. This fixes one problem, since now when I kick off the process, the file will continue to load even if I close the class that called the process. However, now the problem I have is that cannot get updates on the current count, since if I try and get the instance of BulkFileLoader (which, as mentioned before is a singleton), it creates a new instance, rather than returning the instance that is currently in the executing process. It would appear that singletons don't extend into the scope of other processes running on the machine. In the end, I want to be able to kick off the BulkFileLoader, and at any time be able to find out how many rows it's processed. However, that is even if I close the application I used to start it. Can anyone see a solution to my problem?

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  • Performance issues in android game

    - by user1446632
    I am making an android game, but however, the game is functioning like it should, but i am experiencing some performance issues. I think it has something to do with the sound. Cause each time i touch the screen, it makes a sound. I am using the standard MediaPlayer. The method is onTouchEvent() and onPlaySound1(). Could you please help me with an alternate solution for playing the sound? Thank you so much in advance! It would be nice if you also came up with some suggestions on how i can improve my code. Take a look at my code here: package com.mycompany.mygame; import java.util.ArrayList; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.media.MediaPlayer; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.webkit.WebView; import android.widget.TextView; import android.widget.Toast; public class ExampleView extends SurfaceView implements SurfaceHolder.Callback { class ExampleThread extends Thread { private ArrayList<Parachuter> parachuters; private Bitmap parachuter; private Bitmap background; private Paint black; private boolean running; private SurfaceHolder mSurfaceHolder; private Context mContext; private Context mContext1; private Handler mHandler; private Handler mHandler1; private GameScreenActivity mActivity; private long frameRate; private boolean loading; public float x; public float y; public float x1; public float y1; public MediaPlayer mp1; public MediaPlayer mp2; public int parachuterIndexToResetAndDelete; public int canvasGetWidth; public int canvasGetWidth1; public int canvasGetHeight; public int livesLeftValue; public int levelValue = 1; public int levelValue1; public int parachutersDown; public int difficultySet; public boolean isSpecialAttackAvailible; public ExampleThread(SurfaceHolder sHolder, Context context, Handler handler) { mSurfaceHolder = sHolder; mHandler = handler; mHandler1 = handler; mContext = context; mActivity = (GameScreenActivity) context; parachuters = new ArrayList<Parachuter>(); parachuter = BitmapFactory.decodeResource(getResources(), R.drawable.parachuteman); black = new Paint(); black.setStyle(Paint.Style.FILL); black.setColor(Color.GRAY); background = BitmapFactory.decodeResource(getResources(), R.drawable.gamescreenbackground); running = true; // This equates to 26 frames per second. frameRate = (long) (1000 / 26); loading = true; mp1 = MediaPlayer.create(getContext(), R.raw.bombsound); } @Override public void run() { while (running) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { long start = System.currentTimeMillis(); doDraw(c); long diff = System.currentTimeMillis() - start; if (diff < frameRate) Thread.sleep(frameRate - diff); } } catch (InterruptedException e) { } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } protected void doDraw(Canvas canvas) { canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), black); //Draw for (int i = 0; i < parachuters.size(); i++) { canvas.drawBitmap(parachuter, parachuters.get(i).getX(), parachuters.get(i).getY(), null); parachuters.get(i).tick(); } //Remove for (int i = 0; i < parachuters.size(); i++) { if (parachuters.get(i).getY() > canvas.getHeight()) { parachuters.remove(i); onPlaySound(); checkLivesLeftValue(); checkAmountOfParachuters(); } else if(parachuters.get(i).isTouched()) { parachuters.remove(i); } else{ //Do nothing } } } public void loadBackground(Canvas canvas) { //Load background canvas.drawBitmap(background, 0, 0, black); } public void checkAmountOfParachuters() { mHandler.post(new Runnable() { @Override public void run() { if(parachuters.isEmpty()) { levelValue = levelValue + 1; Toast.makeText(getContext(), "New level! " + levelValue, 15).show(); if (levelValue == 3) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); } else if (levelValue == 5) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); } else if (levelValue == 7) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); } else if (levelValue == 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else if (levelValue > 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else { //Draw normal 3 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); } } else { //Do nothing } } }); } private void checkLivesLeftValue() { mHandler.post(new Runnable() { @Override public void run() { Log.d("checkLivesLeftValue", "lives = " + livesLeftValue); // TODO Auto-generated method stub if (livesLeftValue == 3) { //Message to display: "You lost! Log.d("checkLivesLeftValue", "calling onMethod now"); parachuters.removeAll(parachuters); onMethod(); } else if (livesLeftValue == 2) { Toast.makeText(getContext(), "Lives left=1", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else if (livesLeftValue == 1) { Toast.makeText(getContext(), "Lives left=2", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else { //Set livesLeftValueText 3 Toast.makeText(getContext(), "Lives left=3", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } } }); } public void onMethod() { mHandler.post(new Runnable() { @Override public void run() { try { Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); ctx.startActivity(i); System.exit(0); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); //Exit activity and start playerLostMessageActivity Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); System.exit(0); ctx.startActivity(i); System.exit(0); } } }); } public void onPlaySound() { try { mp1.start(); } catch (Exception e) { e.printStackTrace(); mp1.release(); } } public void onDestroy() { try { parachuters.removeAll(parachuters); mp1.stop(); mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void onPlaySound1() { try { mp2 = MediaPlayer.create(getContext(), R.raw.airriflesoundeffect); mp2.start(); } catch (Exception e) { e.printStackTrace(); mp2.release(); } } public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) releaseMediaPlayer(); x1 = event.getX(); y1 = event.getY(); checkAmountOfParachuters(); removeParachuter(); return false; } public void releaseMediaPlayer() { try { mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void removeParachuter() { try { for (Parachuter p: parachuters) { if (x1 > p.getX() && x1 < p.getX() + parachuter.getWidth() && y1 > p.getY() && y1 < p.getY() + parachuter.getHeight()) { p.setTouched(true); onPlaySound1(); parachutersDown = parachutersDown + 1; p.setTouched(false); } } } catch (Exception e) { e.printStackTrace(); } } public void initiateDrawParachuters() { drawParachutersGroup1(); } public void drawParachutersGroup1() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 77; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 14; y = 28; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 250; y = 94; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 275; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 280; y = 163; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 125; y = 118; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 126; y = 247; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 123; y = 77; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup2() { // TODO Auto-generated method stub //Parachuter group nr. 2 //Parachuter nr. 5 x = 153; y = 166; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 133; y = 123; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 170; y = 213; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 190; y = 121; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup3() { // TODO Auto-generated method stub //Parachuter group nr. 3 //Parachuter nr. 2 x = 267; y = 115; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 255; y = 183; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 170; y = 280; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 116; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 112; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 260; y = 89; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 260; y = 113; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 178; y = 25; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup4() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 166; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 118; y = 94; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 38; y = 55; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 57; y = 18; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 119; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 217; y = 113; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 245; y = 234; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 239; y = 44; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup5() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 59; y = 120; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 210; y = 169; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 199; y = 138; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 22; y = 307; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 195; y = 22; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 157; y = 132; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 183; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 130; y = 20; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup6() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 10; y = 10; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 20; y = 20; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 30; y = 30; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 60; y = 60; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 90; y = 90; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 120; y = 120; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 150; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 180; y = 180; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachuters() { Parachuter p = new Parachuter(x, y); parachuters.add(p); Toast.makeText(getContext(), "x=" + x + " y=" + y, 15).show(); } public void setRunning(boolean bRun) { running = bRun; } public boolean getRunning() { return running; } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private ExampleThread eThread; public ExampleView(Context context) { super(context); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() eThread = new ExampleThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { // mStatusText.setVisibility(m.getData().getInt("viz")); // mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { return eThread.onTouchEvent(event); } public ExampleThread getThread() { return eThread; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { if (eThread.getState() == Thread.State.TERMINATED) { eThread = new ExampleThread(getHolder(), getContext(), getHandler()); eThread.start(); } else { eThread.start(); } } @Override public void surfaceDestroyed(SurfaceHolder holder) { boolean retry = true; eThread.setRunning(false); while (retry) { try { eThread.join(); retry = false; } catch (InterruptedException e) { } } } }

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  • Why does the Ternary\Conditional operator seem significantly faster

    - by Jodrell
    Following on from this question, which I have partially answered. I compile this console app in x64 Release Mode, with optimizations on, and run it from the command line without a debugger attached. using System; using System.Diagnostics; class Program { static void Main() { var stopwatch = new Stopwatch(); var ternary = Looper(10, Ternary); var normal = Looper(10, Normal); if (ternary != normal) { throw new Exception(); } stopwatch.Start(); ternary = Looper(10000000, Ternary); stopWatch.Stop(); Console.WriteLine( "Ternary took {0}ms", stopwatch.ElapsedMilliseconds); stopwatch.Start(); normal = Looper(10000000, Normal); stopWatch.Stop(); Console.WriteLine( "Normal took {0}ms", stopwatch.ElapsedMilliseconds); if (ternary != normal) { throw new Exception(); } Console.ReadKey(); } static int Looper(int iterations, Func<bool, int, int> operation) { var result = 0; for (int i = 0; i < iterations; i++) { var condition = result % 11 == 4; var value = ((i * 11) / 3) % 5; result = operation(condition, value); } return result; } static int Ternary(bool condition, in value) { return value + (condition ? 2 : 1); } static int Normal(int iterations) { if (condition) { return = 2 + value; } return = 1 + value; } } I don't get any exceptions and the output to the console is somthing close to, Ternary took 107ms Normal took 230ms When I break down the CIL for the two logical functions I get this, ... Ternary ... { : ldarg.1 // push second arg : ldarg.0 // push first arg : brtrue.s T // if first arg is true jump to T : ldc.i4.1 // push int32(1) : br.s F // jump to F T: ldc.i4.2 // push int32(2) F: add // add either 1 or 2 to second arg : ret // return result } ... Normal ... { : ldarg.0 // push first arg : brfalse.s F // if first arg is false jump to F : ldc.i4.2 // push int32(2) : ldarg.1 // push second arg : add // add second arg to 2 : ret // return result F: ldc.i4.1 // push int32(1) : ldarg.1 // push second arg : add // add second arg to 1 : ret // return result } Whilst the Ternary CIL is a little shorter, it seems to me that the execution path through the CIL for either function takes 3 loads and 1 or 2 jumps and a return. Why does the Ternary function appear to be twice as fast. I underdtand that, in practice, they are both very quick and indeed, quich enough but, I would like to understand the discrepancy.

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  • How does your team work together in a remote setup?

    - by Carl Rosenberger
    Hi, we are a distributed team working on the object database db4o. The way we work: We try to program in pairs only. We use Skype and VNC or SharedView to connect and work together. In our online Tuesday meeting every week (usually about 1 hour) we talk about the tasks done last week we create new pairs for the next week with a random generator so knowledge and friendship distribute evenly we set the priority for any new tasks or bugs that have come in each team picks the tasks it likes to do from the highest prioritized ones. From Tuesday to Wednesday we estimate tasks. We have a unit of work we call "Ideal Developer Session" (IDS), maybe 2 or 3 hours of working together as a pair. It's not perfectly well defined (because we know estimation always is inaccurate) but from our past shared experience we have a common sense of what an IDS is. If we can't estimate a task because it feels too long for a week we break it down into estimatable smaller tasks. During a short meeting on Wednesday we commit to a workload we feel is well doable in a week. We commit to complete. If a team runs out of committed tasks during the week, it can pick new ones from the prioritized queue we have in Jira. When we started working this way, some of us found that remote pair programming takes a lot of energy because you are so focussed. If you pair program for more than 5 or 6 hours per day, you get drained. On the other hand working like this has turned out to be very efficient. The knowledge about our codebase is evenly distributed and we have really learnt lots from eachother. I would be very interested to hear about the experiences from other teams working in a similar way. Things like: How often do you meet? Have you tried different sprint lengths (one week, two week, longer) ? Which tools do you use? Which issue tracker do you use? What do you do about time zone differences? How does it work for you to integrate new people into the team? How many hours do you usually work per week? How does your management interact with the way you are working? Do you get put on a waterfall with hard deadlines? What's your unit of work? What is your normal velocity? (units of work done per week) Programming work should be fun and for us it usually is great fun. I would be happy about any new ideas how to make it even more fun and/or more efficient.

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  • ajaxSubmit and Other Code. Can someone help me determine what this code is doing?

    - by Matt Dawdy
    I've inherited some code that I need to debug. It isn't working at present. My task is to get it to work. No other requirements have been given to me. No, this isn't homework, this is a maintenance nightmare job. ASP.Net (framework 3.5), C#, jQury 1.4.2. This project makes heavy use of jQuery and AJAX. There is a drop down on a page that, when an item is chosen, is supposed to add that item (it's a user) to an object in the database. To accomplish this, the previous programmer first, on page load, dynamically loads the entire page through AJAX. To do this, he's got 5 div's, and each one is loaded from a jquery call to a different full page in the website. Somehow, the HTML and BODY and all the other stuff is stripped out and the contents of the div are loaded with the content of the aspx page. Which seems incredibly wrong to me since it relies on the browser to magically strip out html, head, body, form tags and merge with the existing html head body form tags. Also, as the "content" page is returned as a string, the previous programmer has this code running on it before it is appended to the div: function CleanupResponseText(responseText, uniqueName) { responseText = responseText.replace("theForm.submit();", "SubmitSubForm(theForm, $(theForm).parent());"); responseText = responseText.replace(new RegExp("theForm", "g"), uniqueName); responseText = responseText.replace(new RegExp("doPostBack", "g"), "doPostBack" + uniqueName); return responseText; } When the dropdown itself fires it's onchange event, here is the code that gets fired: function SubmitSubForm(form, container) { //ShowLoading(container); $(form).ajaxSubmit( { url: $(form).attr("action"), success: function(responseText) { $(container).html(CleanupResponseText(responseText, form.id)); $("form", container).css("margin-top", "0").css("padding-top", "0"); //HideLoading(container); } } ); } This blows up in IE, with the message that "Microsoft JScript runtime error: Object doesn't support this property or method" -- which, I think, has to be that $(form).ajaxSubmit method doesn't exist. What is this code really trying to do? I am so turned around right now that I think my only option is to scrap everything and start over. But I'd rather not do that unless necessary. Is this code good? Is it working against .Net, and is that why we are having issues?

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  • Sync services not actually syncing

    - by Paul Mrozowski
    I'm attempting to sync a SQL Server CE 3.5 database with a SQL Server 2008 database using MS Sync Services. I am using VS 2008. I created a Local Database Cache, connected it with SQL Server 2008 and picked the tables I wanted to sync. I selected SQL Server Tracking. It modified the database for change tracking and created a local copy (SDF) of the data. I need two way syncing so I created a partial class for the sync agent and added code into the OnInitialized() to set the SyncDirection for the tables to Bidirectional. I've walked through with the debugger and this code runs. Then I created another partial class for cache server sync provider and added an event handler into the OnInitialized() to hook into the ApplyChangeFailed event. This code also works OK - my code runs when there is a conflict. Finally, I manually made some changes to the server data to test syncing. I use this code to fire off a sync: var agent = new FSEMobileCacheSyncAgent(); var syncStats = agent.Synchronize(); syncStats seems to show the count of the # of changes I made on the server and shows that they were applied. However, when I open the local SDF file none of the changes are there. I basically followed the instructions I found here: http://msdn.microsoft.com/en-us/library/cc761546%28SQL.105%29.aspx and here: http://keithelder.net/blog/archive/2007/09/23/Sync-Services-for-SQL-Server-Compact-Edition-3.5-in-Visual.aspx It seems like this should "just work" at this point, but the changes made on the server aren't in the local SDF file. I guess I'm missing something but I'm just not seeing it right now. I thought this might be because I appeared to be using version 1 of Sync Services so I removed the references to Microsoft.Synchronization.* assemblies, installed the Sync framework 2.0 and added the new version of the assemblies to the project. That hasn't made any difference. Ideas? Edit: I wanted to enable tracing to see if I could track this down but the only way to do that is through a WinForms app since it requires entries in the app.config file (my original project was a class library). I created a WinForms project and recreated everything and suddenly everything is working. So apparently this requires a WinForm project for some reason? This isn't really how I planned on using this - I had hoped to kick off syncing through another non-.NET application and provide the UI there so the experience was a bit more seemless to the end user. If I can't do that, that's OK, but I'd really like to know if/how to make this work as a class library project instead.

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  • JavaScript code inside UpdatePanel

    - by Ed Woodcock
    Ok: I've got an UpdatePanel on an aspx page that contains a single Placeholder. Inside this placeholder I'm appending one of a selection of usercontrols depending on certain external conditions (this is a configuration page). In each of these usercontrols there is a bindUcEvents() javascript function that binds the various jQuery and javascript events to buttons and validators inside the usercontrol. The issue I'm having is that the usercontrol's javascript is not being recognised. Normally, javascript inside an updatepanel is executed when the updatepanel posts back, however none of this code can be found by the page (I've tried running the function manually via firebug's console, but it tells me it cannot find the function). Does anyone have any suggestions? Cheers, Ed. EDIT: cut down (but functional) example: Markup: <script src="/js/jquery-1.3.2.min.js"></script> <form id="form1" runat="server"> <div> <asp:ScriptManager ID="Script" runat="server" /> <asp:Button ID="Postback" runat="server" Text="Populate" OnClick="PopulatePlaceholder" /> <asp:UpdatePanel ID="UpdateMe" runat="server"> <Triggers> <asp:AsyncPostBackTrigger ControlID="Postback" EventName="Click" /> </Triggers> <ContentTemplate> <asp:Literal ID="Code" runat="server" /> <asp:PlaceHolder ID="PlaceMe" runat="server" /> </ContentTemplate> </asp:UpdatePanel> </div> </form> C#: protected void PopulatePlaceholder(object sender, EventArgs e) { Button button = new Button(); button.ID = "Push"; button.Text = "push"; button.OnClientClick = "javascript:return false;"; Code.Text = "<script type=\"text/javascript\"> function bindEvents() { $('#" + button.ClientID + "').click(function() { alert('hello'); }); } bindEvents(); </script>"; PlaceMe.Controls.Add(button); } You'll see that the button does not poput the alert message, even though the code is present on the page.

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  • How can I execute an insert with data from a repeater-generated form whose data source is SQL?

    - by Duke
    I'm storing multilingual data in a database whose model is language normalized (like this). For this particular problem the key for the table in question consists of a value entered by the user and a language from the language table. I'd like to dynamically generate a form with input fields for all available languages. The user inputs a key value then goes down a list of field sets filling out the information in each language. In this case there are two fields for every language, a name and a value (the value is language dependent.) I have all existing information displayed on the page with a gridview, below which I have a formview that is always in insert mode allowing the user to enter new data. Within the formview I have a repeater with an SQLDataSource that gets a list of available languages: <asp:Repeater ID="SessionLocaleRepeater" runat="server" DataSourceID="LocaleSQLDataSource" EnableViewState="false"> <ItemTemplate> <tr> <th scope="row"><%# DataBinder.Eval(Container.DataItem, "LocaleName") %></th> <td>Name:</td> <td><asp:TextBox ID="TextBox1" runat="server" Text="" /></td> <td>Number:</td> <td><asp:TextBox ID="TextBox2" runat="server" Text="" /></td> </tr> </ItemTemplate> </asp:Repeater> I figured that in order to insert this data I'd have to execute my sql server insert stored procedure for each item in the repeater; I am trying to use the formview inserting event. The problem is that the repeater isn't databound to the SQLDataSource until after the formview inserting event (inserting event is in PostBackEvent and databind is in PreRender), which means the controls and data are not available when the inserting event is fired. I tried databinding the repeater during the formview inserting event; the controls were available but the data was not. Would this have something to do with how/when the viewstate information is re-added to the controls? From what I've read, Viewstate is one of the first things to be restored. Given the order of events how can I get the data I need for the insert? I'm open to other solutions to creating dynamic input controls, but they will have to query the database to determine how many sets of controls to create.

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  • All possible combinations of length 8 in a 2d array

    - by CodeJunki
    Hi, I've been trying to solve a problem in combinations. I have a matrix 6X6 i'm trying to find all combinations of length 8 in the matrix. I have to move from neighbor to neighbor form each row,column position and i wrote a recursive program which generates the combination but the problem is it generates a lot of duplicates as well and hence is inefficient. I would like to know how could i eliminate calculating duplicates and save time. int a={{1,2,3,4,5,6}, {8,9,1,2,3,4}, {5,6,7,8,9,1}, {2,3,4,5,6,7}, {8,9,1,2,3,4}, {5,6,7,8,9,1}, } void genSeq(int row,int col,int length,int combi) { if(length==8) { printf("%d\n",combi); return; } combi = (combi * 10) + a[row][col]; if((row-1)>=0) genSeq(row-1,col,length+1,combi); if((col-1)>=0) genSeq(row,col-1,length+1,combi); if((row+1)<6) genSeq(row+1,col,length+1,combi); if((col+1)<6) genSeq(row,col+1,length+1,combi); if((row+1)<6&&(col+1)<6) genSeq(row+1,col+1,length+1,combi); if((row-1)>=0&&(col+1)<6) genSeq(row-1,col+1,length+1,combi); if((row+1)<6&&(row-1)>=0) genSeq(row+1,col-1,length+1,combi); if((row-1)>=0&&(col-1)>=0) genSeq(row-1,col-1,length+1,combi); } I was also thinking of writing a dynamic program basically recursion with memorization. Is it a better choice?? if yes than I'm not clear how to implement it in recursion. Have i really hit a dead end with approach??? Thankyou Edit Eg result 12121212,12121218,12121219,12121211,12121213. the restrictions are that you have to move to your neighbor from any point, you have to start for each position in the matrix i.e each row,col. you can move one step at a time, i.e right, left, up, down and the both diagonal positions. Check the if conditions. i.e if your in (0,0) you can move to either (1,0) or (1,1) or (0,1) i.e three neighbors. if your in (2,2) you can move to eight neighbors. so on...

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  • Keeping Velocity Constant and Player in Position - Sidescrolling

    - by user2904951
    I'm working on a Little Mobile Game with Cocos2D-X and Box2D. The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to : move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards keep the body nearly sticking to the ground on which it's rolling keep the Body and the according Sprite in the Center of the Screen. What I tried : in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y)) First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen. Well... ...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen. ... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground.... ... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen.... So my question is : Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ? Cheers, Seb

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  • php code is not fetching data from mysql database using wamp server

    - by john
    I want to display a table from database in phpMyAdmin by putting the following conditions that in every different options in drop down menu it displays different table from database by pressing the button of search. But it is not doing so. <p class="h2">Quick Search</p> <div class="sb2_opts"> <p></p> <form method="post" action="" > <p>Enter your source and destination.</p> <p>From:</p> <select name="from"> <option value="Islamabad">Islamabad</option> <option value="Lahore">Lahore</option> <option value="murree">Murree</option> <option value="Muzaffarabad">Muzaffarabad</option> </select> <p>To:</p> <select name="To"> <option value="Islamabad">Islamabad</option> <option value="Lahore">Lahore</option> <option value="murree">Murree</option> <option value="Muzaffarabad">Muzaffarabad</option> </select> <input type="submit" value="search" /> </form> </form> </table> <?php $con=mysqli_connect("localhost","root","","test"); if (mysqli_connect_errno()) { echo "Failed to connect to MySQL: " . mysqli_connect_error(); } if(isset($_POST['from']) and isset($_POST['To'])) { $from = $_POST['from'] ; $to = $_POST['To'] ; $table = array($from, $to); switch ($table) { case array ("Islamabad", "Lahore") : $result = mysqli_query($con,"SELECT * FROM flights"); echo "</flights>"; //table name is flights break; case array ("Islamabad", "Murree") : $result = mysqli_query($con,"SELECT * FROM isb to murree"); echo "</isb to murree>"; //table name isb to murree ; break; case array ("Islamabad", "Muzaffarabad") : $result = mysqli_query($con,"SELECT * FROM isb to muzz"); echo "</isb to muzz>"; break; //..... //...... default: echo "Your choice is nor valid !!"; } } mysqli_close($con); ?>

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  • How do I query delegation properties of an active directory user account?

    - by Mark J Miller
    I am writing a utility to audit the configuration of a WCF service. In order to properly pass credentials from the client, thru the WCF service back to the SQL back end the domain account used to run the service must be configured in Active Directory with the setting "Trust this user for delegation" (Properties - "Delegation" tab). Using C#, how do I access the settings on this tab in Active Directory. I've spent the last 5 hours trying to track this down on the web and can't seem to find it. Here's what I've done so far: using (Domain domain = Domain.GetCurrentDomain()) { Console.WriteLine(domain.Name); // get domain "dev" from MSSQLSERVER service account DirectoryEntry ouDn = new DirectoryEntry("LDAP://CN=Users,dc=dev,dc=mydomain,dc=lcl"); DirectorySearcher search = new DirectorySearcher(ouDn); // get sAMAccountName "dev.services" from MSSQLSERVER service account search.Filter = "(sAMAccountName=dev.services)"; search.PropertiesToLoad.Add("displayName"); search.PropertiesToLoad.Add("userAccountControl"); SearchResult result = search.FindOne(); if (result != null) { Console.WriteLine(result.Properties["displayName"][0]); DirectoryEntry entry = result.GetDirectoryEntry(); int userAccountControlFlags = (int)entry.Properties["userAccountControl"].Value; if ((userAccountControlFlags & (int)UserAccountControl.TRUSTED_FOR_DELEGATION) == (int)UserAccountControl.TRUSTED_FOR_DELEGATION) Console.WriteLine("TRUSTED_FOR_DELEGATION"); else if ((userAccountControlFlags & (int)UserAccountControl.TRUSTED_TO_AUTH_FOR_DELEGATION) == (int)UserAccountControl.TRUSTED_TO_AUTH_FOR_DELEGATION) Console.WriteLine("TRUSTED_TO_AUTH_FOR_DELEGATION"); else if ((userAccountControlFlags & (int)UserAccountControl.NOT_DELEGATED) == (int)UserAccountControl.NOT_DELEGATED) Console.WriteLine("NOT_DELEGATED"); foreach (PropertyValueCollection pvc in entry.Properties) { Console.WriteLine(pvc.PropertyName); for (int i = 0; i < pvc.Count; i++) { Console.WriteLine("\t{0}", pvc[i]); } } } } The "userAccountControl" does not seem to be the correct property. I think it is tied to the "Account Options" section on the "Account" tab, which is not what we're looking for but this is the closest I've gotten so far. The justification for all this is: We do not have permission to setup the service in QA or in Production, so along with our written instructions (which are notoriously only followed in partial) I am creating a tool that will audit the setup (WCF and SQL) to determine if the setup is correct. This will allow the person deploying the service to run this utility and verify everything is setup correctly - saving us hours of headaches and reducing downtime during deployment.

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