C# Class Properties 'tied' to a file? (See Perl::Tie) - c#

In perl there's a rather simple method of tying a data structure to a file, whether it be a string, hash(dictionary in C#) or a simple array/list.
I've cobbled together my own half-assed solution in C# but I was wondering if there's a more inbuilt way to achieve this functionality?
Edit in response to comment below--The question, directly: Is there an inbuilt way to "tie" a class/dictionary to a file so any changes in either is reflected in the other? (Without doing as I've done below)
(Tieing a dictionary means that any changes in the dictionary are immediately reflected/updated in the file and declaring a tied var loads the object from disk if it already exists; see PerlTie )
My pseudo-tie'd class is below:
#region options
private float _Opacity;
public float Opacity {
get {
return Opacity;
}
set {
_Opacity = value;
this.Save();
}
}
private Font _Font;
public Font Font {
get {
return _Font;
}
set {
_Font = value;
this.Save();
}
}
private Color _FontColor;
public Color FontColor {
get {
return _FontColor;
}
set {
_FontColor = value;
this.Save();
}
}
private Color _BGColor;
public Color BGColor {
get {
return _BGColor;
}
set {
_BGColor = value;
this.Save();
}
}
private Point _Location;
public Point Location {
get {
return _Location;
}
set {
_Location = value;
this.Save();
}
}
private Size _Size;
public Size Size {
get {
return _Size;
}
set {
_Size = value;
this.Save();
}
}
private ushort _HistoryLines;
public ushort HistoryLines {
get {
return _HistoryLines;
}
set {
_HistoryLines = value;
this.Save();
}
}
private ChatType _ChatModes;
public ChatType ChatModes {
get {
return _ChatModes;
}
set {
_ChatModes = value;
this.Save();
}
}
private bool _Debugging;
public bool Debugging {
get {
return _Debugging;
}
set {
_Debugging = value;
this.Save();
}
}
#endregion options
private FontConverter FontConvert;
private FileInfo SettingsFile;
private MLogConf() {
}
public MLogConf(string stateFile) {
FontConvert = new FontConverter();
try {
if (!Directory.Exists(Path.GetDirectoryName(stateFile)))
Directory.CreateDirectory(Path.GetDirectoryName(stateFile));
if (!File.Exists(stateFile)) {
FileStream fs = File.Create(stateFile);
fs.Close();
}
SettingsFile = new FileInfo(stateFile);
if (SettingsFile.Length == 0) {
this.SetDefaultOptions();
} else {
if (!this.Load()) {
throw new FileLoadException("Couldn't load settings file");
}
}
} catch (Exception ex) {
Trace.Write($"Failed to create MLogConf({nameof(stateFile)}) {ex.Message + Environment.NewLine + ex.StackTrace}");
}
}
private bool Load() {
if (SettingsFile == null)
return false;
try {
byte[] data = File.ReadAllBytes(SettingsFile.FullName);
using (MemoryStream m = new MemoryStream(data)) {
using (BinaryReader reader = new BinaryReader(m)) {
_Opacity = reader.ReadSingle();
_Font = (Font)(FontConvert.ConvertFromString(Encoding.ASCII.GetString(Convert.FromBase64String(reader.ReadString()))));
_FontColor = Color.FromArgb(reader.ReadInt32());
_BGColor = Color.FromArgb(reader.ReadInt32());
_Location = new Point(reader.ReadInt32(), reader.ReadInt32());
_Size = new Size(reader.ReadInt32(), reader.ReadInt32());
_HistoryLines = reader.ReadUInt16();
_ChatModes = (ChatType)reader.ReadInt32();
_Debugging = reader.ReadBoolean();
}
}
} catch (Exception e) {
Trace.WriteLine($"Exception reading binary data: {e.Message + Environment.NewLine + e.StackTrace}");
return false;
}
return true;
}
private bool Save() {
try {
using (FileStream fs = new FileStream(SettingsFile.FullName, FileMode.Create)) {
using (BinaryWriter writer = new BinaryWriter(fs)) {
writer.Write(_Opacity);
writer.Write(Convert.ToBase64String(Encoding.ASCII.GetBytes((string)FontConvert.ConvertTo(Font, typeof(string)))));
writer.Write(_FontColor.ToArgb());
writer.Write(_BGColor.ToArgb());
writer.Write(_Location.X);
writer.Write(_Location.Y);
writer.Write(_Size.Width);
writer.Write(_Size.Height);
writer.Write(_HistoryLines);
writer.Write((int)_ChatModes);
writer.Write(_Debugging);
}
}
} catch (Exception e) {
Trace.WriteLine($"Exception writing binary data: {e.Message + Environment.NewLine + e.StackTrace}");
return false;
}
return true;
}
private bool SetDefaultOptions() {
this._BGColor = Color.Black;
this._ChatModes = ChatType.Alliance | ChatType.Emote | ChatType.FreeCompany | ChatType.Linkshell | ChatType.Party | ChatType.SayShoutYell | ChatType.Tell;
this._Opacity = 1f;
this._Font = new Font("Verdana", 50);
this._FontColor = Color.CornflowerBlue;
this._Location = new Point(100, 400);
this._Size = new Size(470, 150);
this._HistoryLines = 512;
this._Debugging = false;
return this.Save();
}

I suppose you are looking for an easy way to store class instances in files.
Serialization is the process of converting an object into a stream of bytes in order to store the object or transmit it to memory, a database, or a file. Its main purpose is to save the state of an object in order to be able to recreate it when needed. The reverse process is called deserialization.
The shortest solution I've found for C# here some time ago was Json.NET from Newtonsoft, available as NuGet package. It will do all the 'long class-properties-to-string code' for you and leave you with string ready to be written in file.
Official site can provide code examples: http://www.newtonsoft.com/json
Save to file:
Product product = new Product();
product.Name = "Apple";
product.Expiry = new DateTime(2008, 12, 28);
product.Sizes = new string[] { "Small" };
string json = JsonConvert.SerializeObject(product);
// {
// "Name": "Apple",
// "Expiry": "2008-12-28T00:00:00",
// "Sizes": [
// "Small"
// ]
// }
Read from file:
string json = #"{
'Name': 'Bad Boys',
'ReleaseDate': '1995-4-7T00:00:00',
'Genres': [
'Action',
'Comedy'
]
}";
Movie m = JsonConvert.DeserializeObject<Movie>(json);
string name = m.Name;
// Bad Boys

Related

I am trying to access data in a C# packet I've created, however I keep getting null as a response. What am I doing wrong?

Okay, so I'm working with custom network code for pretty much the first time. I have a packet created to transfer some game information back and forth, however beyond the initial content if I try to access some of the commands, I get "null" - though on the server side, it's showing as properly populated.
I have a feeling that this has to do with the setup in receiving the data. The code for the packet follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public enum DataIdentifier
{
Message,
Command,
LogIn,
LogOut,
Null
}
public class Packet
{
private DataIdentifier dataIdentifier;
private string name;
private string player;
private string playerData;
private string message;
private string command;
private string x;
private string y;
private string z;
public string Name
{
get
{
return name;
}
set
{
name = value;
}
}
public string Player
{
get
{
return player;
}
set
{
player = value;
}
}
public string Message
{
get
{
return message;
}
set
{
message = value;
}
}
public string Command
{
get
{
return command;
}
set
{
command = value;
}
}
public DataIdentifier DataIdentifier
{
get
{
return dataIdentifier;
}
set
{
dataIdentifier = value;
}
}
public string PlayerData
{
get
{
return playerData;
}
set
{
playerData = value;
}
}
public string X
{
get
{
return x;
}
set
{
x = value;
}
}
public string Y
{
get
{
return y;
}
set
{
y = value;
}
}
public string Z
{
get
{
return z;
}
set
{
z = value;
}
}
public Packet()
{
this.DataIdentifier = DataIdentifier.Null;
this.message = null;
this.name = null;
this.player = null;
this.playerData = null;
this.x = null;
this.y = null;
this.z = null;
this.command = null;
}
public Packet(byte[] dataStream)
{
// Read the data identifier from the beginning of the stream (4 bytes)
this.DataIdentifier = (DataIdentifier)BitConverter.ToInt32(dataStream, 0);
// Read the length of the name (4 bytes)
int nameLength = BitConverter.ToInt32(dataStream, 4);
// Read the length of the message (4 bytes)
int msgLength = BitConverter.ToInt32(dataStream, 8);
// Read the name field
if (nameLength > 0)
this.name = Encoding.UTF8.GetString(dataStream, 12, nameLength);
else
this.name = null;
// Read the message field
if (msgLength > 0)
this.message = Encoding.UTF8.GetString(dataStream, 12 + nameLength, msgLength);
else
this.message = null;
}
public byte[] GetDataStream()
{
List<byte> dataStream = new List<byte>();
// Add the dataIdentifier
dataStream.AddRange(BitConverter.GetBytes((int)this.DataIdentifier));
// Add the name length
if (this.name != null)
dataStream.AddRange(BitConverter.GetBytes(this.name.Length));
else
dataStream.AddRange(BitConverter.GetBytes(0));
// Add the message length
if (this.message != null)
dataStream.AddRange(BitConverter.GetBytes(this.message.Length));
else
dataStream.AddRange(BitConverter.GetBytes(0));
// Add the name
if (this.name != null)
dataStream.AddRange(Encoding.UTF8.GetBytes(this.name));
// Add the message
if (this.message != null)
dataStream.AddRange(Encoding.UTF8.GetBytes(this.message));
if (this.playerData != null)
{
dataStream.AddRange(Encoding.UTF8.GetBytes(this.playerData));
}
if (this.command != null)
{
dataStream.AddRange(Encoding.UTF8.GetBytes(this.command));
}
if (this.x != null)
{
dataStream.AddRange(Encoding.UTF8.GetBytes(this.x));
}
if (this.y != null)
{
dataStream.AddRange(Encoding.UTF8.GetBytes(this.y));
}
if (this.z != null)
{
dataStream.AddRange(Encoding.UTF8.GetBytes(this.z));
}
return dataStream.ToArray();
}
}
This is how the packet is recieved:
// Receive all data
this.clientSocket.EndReceive(AR);
// Initialise a packet object to store the received data
Packet receivedData = new Packet(this.dataStream);
// Evaulate command played
if (PacketDelegate != null)
{
PacketDelegate(receivedData);
}
// Reset data stream
this.dataStream = new byte[8142];
// Continue listening for broadcasts
clientSocket.BeginReceiveFrom(this.dataStream, 0, this.dataStream.Length, SocketFlags.None, ref epServer, new AsyncCallback(this.ReceiveCallback), null);
And this is the delegate function responsible for handling a packet:
public void RecievePacket(Packet Communication)
{
// Check and manipulate the contents of the packet here //
}
I have confirmed that I can get name, DataIdentifier, and Message, but it's the additional information I've added to the packet itself - player/data, command, x,y,z, I can't seem to get.
My thought is that the problem exists in establishing Packet(byte[] dataStream). However, I'm not quite sure how to calculate or add the additional variables to this. Can anyone give me some tips on how to do so?

Load serialized data in multiple applications C#

Scenario:
I have a program which uses a simple class to generate game data. Using the said program, I write the data out using serialization and BinaryFormatter to a file to be used by a second program. Reading the data from this initial program works without issue.
Problem:
It's probably down to my ignorance to how serialized files are handled, but I cannot then load this data into a second program, the actual game itself.
saveGame code (in program 1):
static List<GameData> gameData;
static GameData currentData;
private void saveGame(Sudoku sdk) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = null;
try {
if(!File.Exists(gameDataFile[currentDifficulty])) {
file = File.Open(gameDataFile[currentDifficulty], FileMode.CreateNew);
} else {
file = File.Open(gameDataFile[currentDifficulty], FileMode.Append);
}
currentData = setGameData(sdk);
bf.Serialize(file, currentData);
savePuzzleLog();
} catch(Exception e) {
Debug.LogException("saveGame", e);
}
if(file != null) {
file.Close();
}
}
loadGameData: (in program 2)
public static List<GameData> gameData;
public bool loadGameData() {
if(gameData == null) {
gameData = new List<GameData>();
} else {
gameData.Clear();
}
bool loadData = true;
bool OK = false;
if(File.Exists(gameDataFile[currentDifficulty])) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(gameDataFile[currentDifficulty], FileMode.Open);
while(loadData) {
try {
GameData gd = new GameData();
gd = (GameData)bf.Deserialize(file);
gameData.Add(gd);
OK = true;
if(file.Position == file.Length) {
loadData = false;
}
} catch(Exception e) {
Debug.LogException(e);
loadData = false;
OK = false;
}
}
if(file != null) {
file.Close();
}
} else {
Debug.LogWarning(gameDataFile[currentDifficulty] + " does not exist!");
}
return OK;
}
GameData Class: (1st program)
[Serializable]
class GameData {
private int gameID;
private List<int> contentArray;
private int difficultyValue;
public GameData(List<int> data = null) {
id = -1;
difficulty = -1;
if(content != null) {
content.Clear();
} else {
content = new List<int>();
}
if(data != null) {
foreach(int i in data) {
content.Add(i);
}
}
}
public int id {
get {
return this.gameID;
}
set {
this.gameID = value;
}
}
public int difficulty {
get {
return this.difficultyValue;
}
set {
this.difficultyValue = value;
}
}
public List<int> content {
get {
return this.contentArray;
}
set {
this.contentArray = value;
}
}
}
GameData Class: (2nd program) The only difference is declaring as public
[Serializable]
public class GameData {
private int gameID;
private List<int> contentArray;
private int difficultyValue;
public GameData(List<int> data = null) {
id = -1;
difficulty = -1;
if(content != null) {
content.Clear();
} else {
content = new List<int>();
}
if(data != null) {
foreach(int i in data) {
content.Add(i);
}
}
}
public int id {
get {
return this.gameID;
}
set {
this.gameID = value;
}
}
public int difficulty {
get {
return this.difficultyValue;
}
set {
this.difficultyValue = value;
}
}
public List<int> content {
get {
return this.contentArray;
}
set {
this.contentArray = value;
}
}
}
What my question is, is how do I save the data out in one program and be able to load it using a different program without getting serialization errors or do I need to use an alternate save/load method and/or class structure?
When I had to do it i made it this way :
An independant dll (assembly) containing the class holding the data (for you the GameData class), and utility methods to save/load from a file.
Your two other projects must then reference this dll (assembly) and you should be able to (de)serialize correctly.
What I think the issue is in your case is that the BinaryFormatter does not only save the data in the file, but also the complete Type of the serialized object.
When you try to deserialize in another similar object, even if the structure is the same, the full name of the class is not (because the assembly name is not).
OK, I've sorted it using the advice given. Instead of using BinaryFormatter I have used BinaryWriter and BinaryReader as follows...
In program 1 (the creator):
private byte[] setByteData(Sudoku sdk) {
List<int> clues = sdk.puzzleListData();
byte[] bd = new byte[puzzleSize];
SudokuSolver solver = new SudokuSolver();
List<int> solution = solver.Solve(sdk.Copy(), false, currentDifficulty).puzzleListData();
for(int i = 0; i < puzzleSize; i++) {
bd[i] = Convert.ToByte(solution[i] + (clues[i] == 0 ? 0xF0 : 0));
}
return bd;
}
private GameData setGameData(Sudoku sdk) {
List<int> clues = sdk.puzzleListData();
GameData gd = new GameData();
gd.id = puzzleList.Items.Count;
gd.difficulty = currentDifficulty;
SudokuSolver solver = new SudokuSolver();
List<int> solution = solver.Solve(sdk.Copy(), false, currentDifficulty).puzzleListData();
for(int i = 0; i < puzzleSize; i++) {
gd.content.Add(solution[i] + (clues[i] == 0 ? 0xF0 : 0));
}
return gd;
}
private List<int> getByteData(byte[] data) {
List<int> retVal = new List<int>();
foreach(byte i in data) {
if(i > 9) {
retVal.Add(i - 0xF0);
} else {
retVal.Add(0);
}
}
return retVal;
}
private string getGameData(List<int> data) {
string retVal = "";
foreach(int i in data) {
if(i > 9) {
retVal += (i - 0xF0).ToString();
} else {
retVal += i.ToString();
}
}
return retVal;
}
private void saveGame(Sudoku sdk) {
FileStream file = null;
BinaryWriter bw = null;
try {
if(!File.Exists(gameDataFile[currentDifficulty])) {
file = File.Open(gameDataFile[currentDifficulty], FileMode.CreateNew);
} else {
file = File.Open(gameDataFile[currentDifficulty], FileMode.Append);
}
bw = new BinaryWriter(file);
currentData = setGameData(sdk);
byte[] bd = setByteData(sdk);
bw.Write(currentData.id);
bw.Write(currentData.difficulty);
bw.Write(bd);
savePuzzleLog();
} catch(Exception e) {
Debug.LogException("saveGame", e);
}
if(file != null) {
if(bw != null) {
bw.Flush();
bw.Close();
}
file.Close();
}
}
In program 2: (the actual game)
public bool loadGameData() {
if(gameData == null) {
gameData = new List<GameData>();
} else {
gameData.Clear();
}
bool loadData = true;
bool OK = false;
if(File.Exists(gameDataFile[currentDifficulty])) {
FileStream file = File.Open(gameDataFile[currentDifficulty], FileMode.Open);
BinaryReader br = new BinaryReader(file);
while(loadData) {
try {
GameData gd = new GameData();
gd.id = br.ReadInt32();
gd.difficulty = br.ReadInt32();
gd.content = getByteData(br.ReadBytes(puzzleSize));
gameData.Add(gd);
OK = true;
if(file.Position == file.Length) {
loadData = false;
}
} catch(Exception e) {
Debug.LogException(e);
loadData = false;
OK = false;
}
}
if(file != null) {
file.Close();
}
} else {
Debug.LogWarning(gameDataFile[currentDifficulty] + " does not exist!");
}
return OK;
}
The class structure is the same as before but using this method has resolved my issue and I can now create the data files using my creator and load the data comfortably using the actual game.
Thanks all for your assistance and advice to help me get this sorted.

SharpDXException on setting Shader inputLayout

This didnt used to throw this exception but now it does
if (shader.ShaderInput == null) shader.ShaderInput = new InputLayout(OneEngineInstance.EngineInstance.Device, ShaderSignature.GetInputSignature(shader.CompilationResult), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32_Float, 16, 0) });
The only useful information it gives me is
An unhandled exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll
Additional information: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.
Im not sure why this is doing this and im still pretty new to SharpDX
AssetsLoader.cs
using System;
using System.IO;
using SharpDX;
using SharpDX.DXGI;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.D3DCompiler;
using SharpDX.XAudio2;
using SharpDX.Multimedia;
using OneEngine.DataTypes;
using OneEngine.Core;
namespace OneEngine.Assets
{
public static class AssetsLoader
{
public static void LoadImage(Image image)
{
image.Texture = Texture2D.FromFile<Texture2D>(OneEngineInstance.EngineInstance.Device, image.FilePath);
image.ShaderResourceView = new ShaderResourceView(OneEngineInstance.EngineInstance.Device, image.Texture);
image.Sampler = new SamplerState(OneEngineInstance.EngineInstance.Device, new SamplerStateDescription()
{
// TODO > Make Simplifier classes for these values and adapt to engine settings
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Never,
MaximumAnisotropy = 16,
MipLodBias = 0,
MinimumLod = 0,
MaximumLod = 16
});
}
public static void LoadShader(Shader shader)
{
for (int i = 0; i < shader.ShaderTypes.Length; i++)
{
switch (shader.ShaderTypes[i])
{
case EShaderType.VERTEX:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "VS", "vs_5_0");
shader.VertexShader = new VertexShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.PIXEL:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "PS", "ps_5_0");
shader.PixelShader = new PixelShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.GEOMETRY:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "GS", "gs_5_0");
shader.GeometryShader = new GeometryShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.COMPUTE:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "CS", "cs_5_0");
shader.ComputeShader = new ComputeShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.DOMAIN:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "DS", "ds_5_0");
shader.DomainShader = new DomainShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
case EShaderType.HULL:
shader.CompilationResult = ShaderBytecode.CompileFromFile(shader.FilePath, "HS", "hs_5_0");
shader.HullShader = new HullShader(OneEngineInstance.EngineInstance.Device, shader.CompilationResult);
break;
}
}
if (shader.ShaderInput == null) shader.ShaderInput = new InputLayout(OneEngineInstance.EngineInstance.Device, ShaderSignature.GetInputSignature(shader.CompilationResult), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32_Float, 16, 0) });
}
public static void LoadAudio(Audio audio)
{
audio.Stream = new SoundStream(File.OpenRead(audio.FilePath));
audio.Format = audio.Stream.Format;
audio.Buffer = new AudioBuffer
{
Stream = audio.Stream.ToDataStream(), AudioBytes = (int)audio.Stream.Length, Flags = BufferFlags.EndOfStream
};
audio.Stream.Close();
audio.Voice = new SourceVoice(AudioCore.XAudio, audio.Format, true);
if (audio.IsLoopable) audio.Buffer.LoopCount = audio.LoopTimes;
}
public static void LoadVideo()
{
}
public static void LoadFont()
{
}
public static void LoadLanguage()
{
}
}
public enum EShaderType
{
VERTEX, PIXEL, GEOMETRY, COMPUTE, DOMAIN, HULL
}
}
Shader.cs
using System;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.D3DCompiler;
using OneEngine.Assets;
namespace OneEngine.DataTypes
{
public sealed class Shader
{
private String filePath;
private EShaderType[] shaderTypes;
private CompilationResult shaderByteCode;
private VertexShader vs;
private PixelShader ps;
private GeometryShader gs;
private ComputeShader cs;
private DomainShader ds;
private HullShader hs;
private InputLayout shaderInput;
private InputElement[] inputElements;
public Shader(String shaderFilePath, EShaderType[] types, InputElement[] elemets)
{
this.filePath = shaderFilePath;
this.shaderTypes = types;
this.inputElements = elemets;
}
public void RemoveFromMemory()
{
if (shaderByteCode != null) shaderByteCode.Dispose();
if (vs != null) vs.Dispose();
if (ps != null) ps.Dispose();
if (gs != null) gs.Dispose();
if (cs != null) cs.Dispose();
if (ds != null) ds.Dispose();
if (hs != null) hs.Dispose();
}
public String FilePath
{
get { return filePath; }
}
public EShaderType[] ShaderTypes
{
get { return shaderTypes; }
set { shaderTypes = value; }
}
public CompilationResult CompilationResult
{
get { return shaderByteCode; }
set { shaderByteCode = value; }
}
public VertexShader VertexShader
{
get { return vs; }
set { vs = value; }
}
public PixelShader PixelShader
{
get { return ps; }
set { ps = value; }
}
public GeometryShader GeometryShader
{
get { return gs; }
set { gs = value; }
}
public ComputeShader ComputeShader
{
get { return cs; }
set { cs = value; }
}
public DomainShader DomainShader
{
get { return ds; }
set { ds = value; }
}
public HullShader HullShader
{
get { return hs; }
set { hs = value; }
}
public InputLayout ShaderInput
{
set { shaderInput = value; }
get { return shaderInput; }
}
public InputElement[] ShaderInputElements
{
get { return inputElements; }
}
}
}
If you need anything else, the project is open source https://github.com/TheNanonNetwork/OneGames
Try creating your Graphics Device with DeviceCreationFlags.Debug and if the input layout is failing to create properly, then it'll tell you why.
Also, are you sure your Color attribute is supposed to be at an offset of 16 bytes given that the attribute before it is only 12 bytes in size?

Storing objects in IsolatedStorageSettings

I have an object I want to store in the IsolatedStorageSettings, which I wan't to reuse when the application restarts.
My problem lies in that the code I have written for some reason does not remember the object when trying to access the key upon restarting it.
namespace MyNameSpace
{
public class WindowsPhoneSettings
{
private const string SelectedSiteKey = "SelectedSite";
private IsolatedStorageSettings isolatedStore = IsolatedStorageSettings.ApplicationSettings;
private T RetrieveSetting<T>(string settingKey)
{
object settingValue;
if (isolatedStore.TryGetValue(settingKey, out settingValue))
{
return (T)settingValue;
}
return default(T);
}
public bool AddOrUpdateValue(string Key, Object value)
{
bool valueChanged = false;
if (isolatedStore.Contains(Key))
{
if (isolatedStore[Key] != value)
{
isolatedStore[Key] = value;
valueChanged = true;
}
}
else
{
isolatedStore.Add(Key, value);
valueChanged = true;
}
return valueChanged;
}
public MobileSiteDataModel SelectedSite
{
get
{
return RetrieveSetting<MobileSiteDataModel>(SelectedSiteKey);
}
set
{
AddOrUpdateValue(SelectedSiteKey, value);
isolatedStore.Save();
}
}
}
}
I then instantiate WindowsPhoneSettings in App.xaml.cs and make a public getter and setter for it. To be able to access it in the whole application. Debugging this shows that the right object gets stored in the isolated store, but when closing the app and reopening it isolated store seems to be empty. I have tried this on both the emulator and a real device. As you can see I do call the save method when setting the object.
What am I doing wrong here?
I ended up saving the settings to a file in the isolated storage as IsolatedStorageSettings never seemed to work.
So my code ended up like this:
public class PhoneSettings
{
private const string SettingsDir = "settingsDir";
private const string SettingsFile = "settings.xml";
public void SetSettings(Settings settings)
{
SaveSettingToFile<Settings>(SettingsDir, SettingsFile, settings);
}
public Settings GetSettings()
{
return RetrieveSettingFromFile<Settings>(SettingsDir, SettingsFile);
}
private T RetrieveSettingFromFile<T>(string dir, string file) where T : class
{
IsolatedStorageFile isolatedFileStore = IsolatedStorageFile.GetUserStoreForApplication();
if (isolatedFileStore.DirectoryExists(dir))
{
try
{
using (var stream = new IsolatedStorageFileStream(System.IO.Path.Combine(dir, file), FileMode.Open, isolatedFileStore))
{
return (T)SerializationHelper.DeserializeData<T>(stream);
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine("Could not retrieve file " + dir + "\\" + file + ". With Exception: " + ex.Message);
}
}
return null;
}
private void SaveSettingToFile<T>(string dir, string file, T data)
{
IsolatedStorageFile isolatedFileStore = IsolatedStorageFile.GetUserStoreForApplication();
if (!isolatedFileStore.DirectoryExists(dir))
isolatedFileStore.CreateDirectory(dir);
try
{
string fn = System.IO.Path.Combine(dir, file);
if (isolatedFileStore.FileExists(fn)) isolatedFileStore.DeleteFile(fn); //mostly harmless, used because isolatedFileStore is stupid :D
using (var stream = new IsolatedStorageFileStream(fn, FileMode.CreateNew, FileAccess.ReadWrite, isolatedFileStore))
{
SerializationHelper.SerializeData<T>(data, stream);
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine("Could not save file " + dir + "\\" + file + ". With Exception: " + ex.Message);
}
}
}
And a settings class just containing the stuff I want to save. This could be:
class Settings
{
private string name;
private int id;
public string Name
{
get { return name; }
set { name = value; }
}
public int Id
{
get { return id; }
set { id = value; }
}
}
EDIT: Sample of how SerializationHelper could be implemented
public static class SerializationHelper
{
public static void SerializeData<T>(this T obj, Stream streamObject)
{
if (obj == null || streamObject == null)
return;
var ser = new DataContractJsonSerializer(typeof(T));
ser.WriteObject(streamObject, obj);
}
public static T DeserializeData<T>(Stream streamObject)
{
if (streamObject == null)
return default(T);
var ser = new DataContractJsonSerializer(typeof(T));
return (T)ser.ReadObject(streamObject);
}
}
Objects stored in IsolatedStorageSettings are serialised using the DataContractSerializer and so must be serializable. Ensure they can be or serialize (and deserialize) them yourself before adding to (and after removing from) ISS.
If the items aren't there when trying to retrieve then it may be that they couldn't be added in the first place (due to a serialization issue).
Here is the code I use to save an object to isolated storage and to load an object from isolated storage -
private void saveToIsolatedStorage(string keyname, object value)
{
IsolatedStorageSettings isolatedStore = IsolatedStorageSettings.ApplicationSettings;
isolatedStore.Remove(keyname);
isolatedStore.Add(keyname, value);
isolatedStore.Save();
}
private bool loadObject(string keyname, out object result)
{
IsolatedStorageSettings isolatedStore = IsolatedStorageSettings.ApplicationSettings;
result = null;
try
{
result = isolatedStore[keyname];
}
catch
{
return false;
}
return true;
}
Here is code I use to call the above -
private void SaveToIsolatedStorage()
{
saveToIsolatedStorage("GameData", GameData);
}
private void LoadFromIsolatedStorage()
{
Object temp;
if (loadObject("GameData", out temp))
{
GameData = (CGameData)temp;
}
else
{
GameData.Reset();
}
}
Note that the objects I save and restore like this are small and serializable. If my object contains a 2 dimensional array or some other object which is not serializable then I perform my own serialization and deserialization before using iso storage.
What if you changed RetrieveSetting<T> to this:
private T RetrieveSetting<T>(string settingKey)
{
T settingValue;
if(isolatedStore.TryGetValue(settingKey, out settingValue))
{
return (T)settingValue;
}
return default(T);
}
Notice that the object being fetched is being declared as type T instead of object.

itunes listening to

within windows live messenger, it is possible to share the song you are currently listening to. what would i need to do to get this working within c# like libarys etc cannot find the correct documentation on google.
You'll need to use the iTunes SDK to interact with iTunes from .NET. So there's your Google search term. :)
Here's a start:
http://blogs.msdn.com/b/noahc/archive/2006/07/06/automating-itunes-with-c-in-net.aspx
http://blogs.msdn.com/b/dancre/archive/2004/05/08/128645.aspx
Here is a script for LinqPad in C# which does as requested. (see LinqPad.com)
Bonus! Artwork view.
It looks like this:
<Query Kind="Program">
<Namespace>iTunesLib</Namespace>
<Namespace>System.Security.Cryptography</Namespace>
</Query>
void Main()
{
var track = new iTunesApp().CurrentTrack;
if (track == null)
"nothing playing".Dump();
else
new Viewer(track,true).Dump();
}
public class Viewer
{
const string PREFIX = "itlps-";
private IITFileOrCDTrack store;
private bool materialize;
public string album { get { return store.Album; } }
public string band { get { return store.Artist; } }
public string song { get { return store.Name; } }
public string desc { get { return store.Description; } }
public int? artCnt { get {
if (store.Artwork == null) return null;
else return store.Artwork.Count; }
}
public IEnumerable<ImageViewer> art { get {
if (materialize)
{
foreach(var artT in store.Artwork)
{
var art = artT as IITArtwork;
string ext = ".tmp";
switch(art.Format)
{
case ITArtworkFormat.ITArtworkFormatBMP:
ext = ".BMP";
break;
case ITArtworkFormat.ITArtworkFormatJPEG:
ext = ".JPG";
break;
case ITArtworkFormat.ITArtworkFormatPNG:
ext = ".PNG";
break;
}
string path = Path.Combine(Path.GetTempPath(),PREFIX+Path.GetRandomFileName()+ext);
art.SaveArtworkToFile(path);
yield return new ImageViewer(path);
}
}
yield break; }
}
public Viewer(IITFileOrCDTrack t,bool materializeArt = false)
{
store = t;
materialize = materializeArt;
}
public Viewer(IITTrack t,bool materializeArt = false)
{
store = t as IITFileOrCDTrack;
materialize = materializeArt;
}
}
public class ImageViewer
{
public string hash { get { return _hash.Value; } }
static private string _path { get; set; }
public object image { get { return _image.Value; } }
static private SHA1Managed sha = new SHA1Managed();
private Lazy<object> _image = new Lazy<object>(() => {return Util.Image(_path);});
private Lazy<string> _hash = new Lazy<string>(() =>
{
string hash = string.Empty;
using (FileStream stream = File.OpenRead(_path))
{
byte [] checksum = sha.ComputeHash(stream);
hash = BitConverter.ToString(checksum).Replace("-", string.Empty);
}
return hash;
});
public ImageViewer(string path)
{
_path = path;
}
}
last i checked this functionality is included out of the box all you need is to have itunes and windows live messenger installed and activate "what im listening to" and it shows this in your messenger status. if you are looking to create a bot that messages this out to a contact that is a different story tho that you will need to write a script for

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