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  • Bind Variable and SQL error during statement preparation

    - by Abhishek Dwivedi
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}  I was getting the following exception at run-time. JBO-27122: SQL error during statement preparation. Statement: SELECT AxEO.A_ID, AxEO.B_ID, AxEO.C_ID, ByEO.A_ID, ByEO.B_ID, ByEO.C_ID, Cz.A_ID, Cz.B_ID, Cz.C_ID FROM ABC_x AxEO, ABC_y ByEO, ABC_z CzEO WHERE AxEO.A_ID = ByEO.A_ID AND  CzEO.A_ID = :Bind_PId I copied and pasted the query on SQL worksheet, replaced :Bind_PId with a valid id, and executed the query. The query worked alright, implying the query was alright. I tried to connect to different DBs but the issue persisted, meaning it was not a DB issue either. Finally, the root cause was found to be in the concerned VO; one of the bind variables (say Bind_TId) was marked "Required". De-selecting the Required check-box resolved the issue. In retrospect, the issue looks to be rather straight-forward. However, the error message is not very helpful, if not misleading. Besides, it's counter-intuitive to think that a bind variable which is not being used in a query can cause error while statement preparation. The other bind variable - Bind_TId - was being used in other view criteria, not the view criteria involved in the given query. Still, it was required.

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  • Exporting .FBX model into XNA - unorthogonal bones

    - by Sweta Dwivedi
    I create a butterfly model in 3ds max with some basic animation, however trying to export it to .FBX format I get the following exception.. any idea how i can transform the wings to be orthogonal.. One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. This can create an inaccurate appearance with the affected objects: -Right.Wing I have attached a picture for reference . . .

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  • View Link inConsistency

    - by Abhishek Dwivedi
    What is View Link Consistency? When multiple instances (say VO1, VO2, VO3 etc) of an EO-based VO are based on the same underlying EO, a new row created in one of these VO instances (say VO1)can be automatically added (without re-query) to the row sets of the others (VO2, VO3 etc ). This capability is known as the view link consistency. This feature works for any VO for which it is enabled, regardless of whether they are involved in a view link or not. What causes View Link inConsistency? Unless jbo.viewlink.consistent  is disabled for this VO (or globally), or setAssociationConsistent(false) is applied, any of the following can cause View Link inConsistency.  1. setWhereClause 2. Unreferenced secondary EO 3. findByViewCriteria() 4. Using view link accessor row set Why does this happen - View Link inConsistency? Well, there can be one of the following reasons. a. In case of 1 & 2, the view link consistency flag is disabled on that view object. b. As far as 3 is concerned, findByViewCriteria is used to retrieve a new row set to process programmatically without changing the contents of the default row set. In this case, unlike previous cases, the view link consistency flag is not disabled, meaning that the changes in the default row set would be reflected in the new row set.  However, the opposite doesn't hold true. For instance, if a row is deleted from this new row set, the corresponding row in the default row set does not get deleted. In one of my features, which involved deletion of row(s), I resolved the view link inconsistency issue by replacing findByViewCriteria by applyViewCriteria. b. For 4, it's similar to 3 - whenever a view link accessor row set is retrieved, a new row set is created. Now, creating new row set does not mean re-executing the query each time, only creating a new instance of a RowSet object with its default iterator reset to the "slot" before the first row. Also, please note that this new row set always originates from an internally created view object instance, not one you that added to the data model. This internal view object instance is created as needed and added with a system-defined name to the root application module. Anyway, the very reason a distinct, internally-created view object instance is used is to guarantee that it remains unaffected by developer-related changes to their own view objects instances in the data model.

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  • Using 2D sprites and 3D models together

    - by Sweta Dwivedi
    I have gone through a few posts that talks about changing the GraphicsDevice.BlendState and GraphicsDevice.DepthStencilState (SpriteBatch & Render states). . however even after changing the states .. i cant see my 3D model on the screen.. I see the model for a second before i draw my video in the background. . Here is the code: case GameState.InGame: GraphicsDevice.Clear(Color.AliceBlue); spriteBatch.Begin(); if (player.State != MediaState.Stopped) { videoTexture = player.GetTexture(); } Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Draw the video, if we have a texture to draw. if (videoTexture != null) { spriteBatch.Draw(videoTexture, screen, Color.White); if (Selected_underwater == true) { spriteBatch.DrawString(font, "MaxX , MaxY" + maxWidth + "," + maxHeight, new Vector2(400, 10), Color.Red); spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); foreach (AnimatedSprite a in aSprites) { a.Draw(spriteBatch); } } if(Selected_planet == true) { spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); spriteBatch.Draw(videoTexture,screen,Color.White); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; foreach (_3DModel m in Solar) { m.DrawModel(); } } spriteBatch.End(); break;

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  • To access parentAM instance from within nestedAM JUnit test class

    - by Abhishek Dwivedi
    In normal model project, the way to access parent AM from within nested AM is simple - ParentAMImpl parentAM =  (ParentAMImpl)this.getRootApplicationModule(); However, the same approach doesn't help in JUnit model project. Use the following approach -  Inside setUp() method --  ParentAM parentAM =  (ParentAM)Configuration.createRootApplicationModule(ROOT_AM, ROOT_AM_CONFIG); Inside tearDown() method -- Configuration.releaseRootApplicationModule(parentAM, true);

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  • Creating models in 3ds max and exporting as .x for XNA

    - by Sweta Dwivedi
    I have created a few models in 3DS max which contains textures, geometry and animations . .however .fbx doesnt really support textures.. So im planning to use .x format.. I have seen a few converters in pandasoft but once i unzip the file and place the .dle file in the plugins folder of 3D max gives an error saying failed to initialize.. Is there any way to convert my .max models into .x format ? ? I dont know blender so that isnt an option. . I'm currently using 3ds max 2013 After adding the .3DS object content importer. . i get the following error:

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  • Scaling Skeletal values to be able to reach objects on the screen

    - by Sweta Dwivedi
    I have created a game using Kinect + XNA and the game runs on full screen mode.. However when i try to touch or reach a certain area on the screen using hand.. I cant reach it.. I will already be outside the range of the sensor trying to touch the object on the game screen.. Is there anyway I can scale the skeletal values so that the users can easily touch objects on the screen without having to stretch or bend too much?

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • SEHException throw using Microsoft XACT Audio Framework (XACT3)

    - by Sweta Dwivedi
    I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries to get the wave file from the wave Bank . . Sometimes the code works magically and all of a sudden it will start throwing this exception randomly ..I need a help on solving this exception /*Declaring Audio Engine for music*/ AudioEngine engine; SoundBank soundBank; WaveBank waveBank; Cue cue; /*Declaring Audio engine for sound effects*/ AudioEngine engine1; SoundBank soundbank; WaveBank wavebank; Cue effect; engine = new AudioEngine(@"Content\therapy.xgs"); soundBank = new SoundBank(engine, @"Content\Sound Bank.xsb"); **waveBank = new WaveBank(engine, @"Content\Wave Bank.xwb");** cue = null; engine1 = new AudioEngine(@"Content\Music_Manager\Sound_effects.xgs"); soundbank = new SoundBank(engine1, @"Content\Music_Manager\Sound1.xsb"); **wavebank = new WaveBank(engine1, @"Content\Music_Manager\Wave1.xwb");** effect = null; cue = soundBank.GetCue("hypnotizing"); cue.Play();

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  • Kinect Click counter function

    - by Sweta Dwivedi
    So i have the following kinect click function which will check if the hand is within the bounds then it will click with a counter . . however there is a slight problem . .the first few button clicks work fine.. but after it clicks one of the buttons it changes the game state and immediately clicks the other button without the counter reaching 200. . . Kinect click is a method in the button class. . .and each button inside a list can access the Kinect click method. . . public bool KinectClick(int x,int y) { if ((x >= position.X && x <= position.X + position.Width) && (y >= position.Y && y <= position.Y + position.Height)) { counter++; if (counter > 200) { counter = 0; return true; } } else { counter = 0; } return false; } I call to check if this property is true in the Game update method to act as a button click. . foreach(Button g_t in Game_theme) { if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "animoe") { Selected_anim = true; currentGameState = GameState.InGame; } if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "planet") { Selected_planet = true; currentGameState = GameState.InGame; }

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Kinect joint coordinates and XNA animation

    - by Sweta Dwivedi
    I have written a program to record the x,y,z coordinated of the Hand joint and I want to animate my models 2D or 3D according to these coordinates. . .However the output of the x,y,z coordinates are fluctuating from -0 to 1 but not more than that.. So i assume I will need to multiply them back with the screen width and height, however it still doesnt seem to animate according to the original x,y,z points Any transformations I might be missing out? while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) float.Parse(temp[0]))* maxWidth); int y = (int) float.Parse(temp[1])) * maxHeight); }

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • Why is my logic not working correctly for SPOJ TOPOSORT?

    - by Kavish Dwivedi
    The given problem is http://www.spoj.com/problems/TOPOSORT/ The output format is particularly important as : Print "Sandro fails." if Sandro cannot complete all his duties on the list. If there is a solution print the correct ordering, the jobs to be done separated by a whitespace. If there are multiple solutions print the one, whose first number is smallest, if there are still multiple solutions, print the one whose second number is smallest, and so on. What I am doing is simply doing dfs by reversing the edges i.e if job A finishes before job B, there is a directed edge from B to A . I am maintaining the order by sorting the adjacency list I created and storing the nodes which don't have any constraints separately so as to print them later in correct order . There are two flag arrays used , one for marking discovered node and one for marking the node whose all neighbors have been explored. Now my solution is http://www.ideone.com/QCUmKY (the important function is the visit funtion ) and its giving WA after running correct for 10 cases so its really hard to figure out where am I doing it wrong since it runs for all of the test cases which I have done by hand.

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  • Oracle 11g connection prob.

    - by Kuldeep dwivedi
    Our application is based on Oracle 11g database its drivers already installed but application throws an error on runtime. "AppliMSP.ADOcommands.GetConnected Error while connecting, Provider cannot be found, It may not be properly installed." I am using OraOLEDB.oracle provider. This provider work properly on other module (Administration) of this application but as I want to connect as client with same name and password I get above error. I have tried with MSDAORA(Oracle) but I don't get any success. Can anyone help me?

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  • InvalidArgument=Value of '3' is not valid for 'rowIndex'

    - by Devendra Dwivedi
    Hi all This is my code It is working for if 1 terminal that is having 3 services but it is not working for more than 3 services when I do then I have got following error message: InvalidArgument=Value of '3' is not valid for 'rowIndex' I have so tired to find this problem but couldn't get any solutions. Anybody please help me. MySqlCommand command = new MySqlCommand("VTerminalsLoad");//Procedure MySqlDataAdapter terminalAdapter = this.Database.ExecuteCommand(command); terminalAdapter.Fill(dataSet, "Terminals"); command = new MySqlCommand("VTServicesLoad");//Procedure command.Parameters.Add(new MySqlParameter("pVesselID", 1)); MySqlDataAdapter serviceAdapter = this.Database.ExecuteCommand(command);//Return Adaptor serviceAdapter.Fill(dataSet, "Services"); DataColumn[] parentColumns = { dataSet.Tables[0].Columns["SerialNo"], dataSet.Tables[0].Columns["VesselID"], dataSet.Tables[0].Columns["TerminalID"] }; DataColumn[] childColumns = { dataSet.Tables[1].Columns["SerialNo"], dataSet.Tables[1].Columns["VesselID"], dataSet.Tables[1].Columns["TerminalID"] }; DataRelation relationTS = new DataRelation("TerminalsServices", parentColumns, childColumns); dataSet.Relations.Add(relationTS); //Parent Table ListTerminal.DataSource = dataSet; //ListTerminal Parent datagridview ListTerminal.DataMember = "Terminals"; //Child Table ListServices.DataSource = dataSet;// ListServices Child datagridview ListServices.DataMember = "Terminals.TerminalsServices";

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