Sitecore: override ChnagePassword class - sitecore9

Not able to find dll to override Sitecore.Shell.Applications.Security.ChangePassword.ChangePasswordPage class.

You might be looking for Sitecore.Client.dll, the naming convention shell = client

Related

Driver Class functions override

I am writing verification IP for some interface and facing with one interesting item, which I think is somehow basic for OOP.
So in my driver I have functions e.g. configMaster, which is DUT specific. And VIP user may want to override that function. Now I want to provide mechanism for user to do that.
I think the best way of overriding the VIP driver class functions would be following
User extends the driver class
In the extended class user redefines the driver methods that he wants. If there are several methods that user doesn’t want to override that’s fine.
Using factory override method user overrides the driver class with the
extended user_driver class
The thing I don’t like here that user each time running the simulation should specify the factory override command.
Could you please share your opinion is this right way to do? Are there other ways?
Thanks
Hayk
Step 3 is not always mandatory . After overriding the class the user can directly use the derived class in his TB. This will mostly be the case if the TB is being built afresh or the user is integrating this IP as a new component into an existing TB.
In case the VIP was already present in a TB and you are now providing new set of functions to the user to override or the user itself want to use the override mechanism preferring to instantiate the base class provided by the VIP and use the override mechanism later , user can use the set_type_override_by_type function .
The function can be embedded into a base test and all the derived test will implicitly use the use vip class derived by the user without the need to specify it explicitly in the command line for each test case.
There are 4 flavor to the type override function .
http://www.testbench.in/UT_06_UVM_FACTORY.html
The function can also be used in a base env too , the user has to ensure that the type override function is called before the class is create for the override mechanism to take effect.

One Windows Form needs an access to the components of another. What is the easiest implementation?

In my project I'm using C++/CLI and Windows Forms. I have two Forms. One is executed in main()
Application::EnableVisualStyles();
Application::SetCompatibleTextRenderingDefault(false);
Application::Run(gcnew FormA);
Another FormB is executed from the instance of FormA
FormB^ fb = gcnew FormB();
fb->Show();
I need to change components of FormB from FormA. Normally they are in private: section of class FormB. Is there any nice way to do that different from simply making them all public? In Native C++ I would use friend class but it's not allowed in C++/CLI.
C++/CLI has an access modifier that native C++ does not have. You are looking for internal:
Empowered by the strong support for modules in .NET. It is broader than friend but you have a pretty hard guarantee that whomever is messing with your private parts is never more than a few cubicles away from yours. Code that accesses internal members must be compiled into the same assembly. So your FormB class must be in the same project as your FormA class. The common case.
If you need the equivalent of friend across modules then you need the [InternalsVisibleTo] attribute. Exposing members with a public property would be another common way.
While providing public access to FormB's members may seem like a quick and easy solution, I would advise you to add some methods on FormB to perform said actions.
This way, you can call those methods from FormA, and at the same time retain proper encapsulation.
Hope this helps.

Have a module dependent Injection for State in PRISM WPF application

hi we have a PRISM WPF MVP application, we would like to have a state to share data between the views in the same module. Since PRISM by default doesnt have a state, was wondering if there is any way i could implement this. Presently i have injected a State with Dictionary as back-store, but the problem is its Global i.e available across the modules. i would really like to scope this injection being module specific.
I believe unity allows registering different classes to the same interface based on name, not sure if the only choice i have is to leverage that for my scenario.
Any help would be great! Thanks!
-ioWint
I would agree, scoping Unity's type registration with the ModuleName would be a place to start.
Inject a local(module level) state object into all the views that want to have share state. If the interface that defines the state object is local to your module then other modules won't be able to reference the state object because they can't reference the interface.
So: If Module A has 3 views that take an object implementing IStatefulContainer (also declared in Module A) and IStatefulContainer is registered with Unity using RegisterInstance rather than just RegisterType you'll have a singleton that is scoped to the module.
My preference would be to have a "State" service that managed state. This could allow you to add more functionality here if you needed it and is a more "Prismy" approach.
EDIT
If you're using this state object across modules then you can do the following:
1)Put the interface in an assembly that will be referenced by any module that wants to use it.
Assembly A
public interface IBlah
{
string Add(string stateKey, string stateValue);
}
Assembly B (referencing Assembly A)
public class Module:IModule
{
private IUnityContainer _container;
public Module(IUnityContainer container)
{
_container=container;
}
public void Initialize()
{
IBlah blah1=new BlahContainer();
IBlah blah2=new BlahContainer();
_container.RegisterInstance<IBlah>(blah1,"BlahContainer1");
_container.RegisterInstance<IBlah>(blah2,"BlahContainer2");
}
}
Module C(references assembly A)
_container.Resolve<IBlah>("BlahContainer1");
_container.Resolve<IBlah>("BlahContainer2");
Basically, we define the interface in an assembly we're happy to share between modules. Some projects have "Infrastructure" or Common assemblies that contain service interfaces that are used by other modules - this would fit well here.
We then have our module reference the assembly with the contract in it.
At the moment I'm relying on "magic strings" here but there are lots of ways around this.
Hope this is a little more clear.
thanks for your updated solution. I was trying to avoid a name based Unity registration, which would force my Presenter in knowing the Modules State registration Key.
I was reading stackoverflow posts on Unity and found the discussion over here Is it possible to override parameter values when using Method Injection with Unity? .
After couple of hours of trial and errors, i ended up achieving the desired functionality.
What i have done:
I have a BaseClass for my Modules -> BaseModule:IModule i have a State Property in it which conforms to my IStateService defined in the Infrastructure.Interface. I Instantiate this State property in the BaseModule() constructor.
Note: to go with this approach i have to make my Presenter's have a public IStateService State; property..
At the time of registering the Presenter in the module, i am specifying
<UnityContainer>.RegisterType<MyPresenter, new InjectionProperty("State", State).
Am overriding a public property in Presenter which has name "State" with the State instance value defined in the Module.
this way i am able to get the Modules State as the State for each of the View's presenter.
Thanks guys for directing me towards a solution.
-ioWint

How to create WPF/Silverlight module utilizing prism but also that can be embedded in non-prism applicationss

I want to have create a WPF or Silverlight module which cannot only be utilised by Shell's bootstrapper, but also can be embedded in non-PRISM applications.
In short is there a way PRISM module can be intialised from module itself rather than initialsing from Shell?
Ulimate goal is to have WPF/Silverlight PRISM module, which can be initialsed by non-PRISM applications.
There is no barrier to this.
The IModule interface has a single, parameterless void method: Initialize().
A non-prism application can initialize the module by calling that method. That's it.
If the other application has a different plugin system, with a different interface, your module can implement that interface as well, and the body of whatever initialization method that interface uses can simply call Initialize(), or vice versa.
For example:
public interface IMyPluginModule
{
void StartModule();
}
public class MyModule : IModule, IMyPluginModule
{
public void Initialize()
{
// actual initialization code here
}
public void StartModule()
{
Initialize();
}
}
It's a little more complicated than it appears at first glance, but it is doable. I don't know if you are using Prism 4 yet, but if so, Microsoft actually provides guidance for this scenario:
http://msdn.microsoft.com/en-us/library/ff921109(v=PandP.40).aspx
There is a bit of project manipulation you need to do to get two projects running side-by-side. There is a sample included with Prism v4 called "MultiTargeting" if you need to see a working sample.
Your question regarding to allowing a module to be initialized by itself, rather than having the orchestrating Shell / Bootstrapper is the wrong approach, however. Essentially what you would have would be two shells... one WPF and one Silverlight. Take a look at the samples and see what you think.
Hope this helps.

How can I loosely reference modules in Prism so they can or cannot exist?

In this stackoverflow question I learned that Prism/Unity is not as decoupled as I thought, e.g. if I have this class which gets menuManager injected into its constructor, then I have to make sure that this class actually exists somewhere (I thought that you could just pull the .dll that contains the class and the container would deal with it, e.g. injecting a null in its place):
public class EmployeesPresenter
{
public EmployeesPresenter(IMenuManager menuManager)
{
}
}
But I can deal with that: the application cannot run without a MenuModule (or else as was suggested I could have a NullMenuModule which does nothing but keeps the application from breaking).
However, the application I am building will have a MenuManager class in the MenuModule and every module will have to register everything it wants to have in the menu with the MenuManager. However, I want to be able to swap out MenuModules e.g. have a InfragisticsMenuModule and have a TelerikMenuModule, etc.
However, when I am in e.g. the CustomersModule, in order to use TelerikMenuModule, I need to reference it. And when I want to use InfragisticsMenuModule, I need to reference that.
So how will I be able to "hot swap" TelerikMenuModule with InfragisticsMenuModule without recompiling all my modules with new references, e.g. I want to replace this:
Application.exe
Customers.dll
TelerikMenuModule.dll
with this:
Application.exe
Customers.dll
InfragisticsMenuModule.dll
and simply be able to restart the application and it runs with the new InfragisticsMenuModule.dll and does not complain that TelerikMenuModule.dll no longer exists.
This is where interfaces come in. You need something like:
public interface IMenuSystem
{
// whatever operations need to be offered by a menu system
}
Application.exe and Customers.dll may only refer to that interface. They aren't allow to know about a specific implementation.
Then you would use configuration steps (calling Register... methods or using a config file) to specify which type will provide the implementation of MenuSystem.
For obvious reason MEF comes to mind here and is designed for stuffs like this. I haven't had a chance to use Unity, so I'm not sure if it has something built in like this (i.e. scanning a directory for an IMenuModule implementation), but MEF can do this.
Suggestion also is to put this IMenuModule in a common assembly (separate from your other assembly). I usually called this thing Something.Core.dll.
So you might have: Application.exe, Customer.dll, Application.Core.dll, and your specific MenuModule implementation.
Your specific MenuModule implementation will reference the Application.Core assembly to gain access to its IMenuModule interface and implement it there.

Resources