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  • ASP.NET MVC: Triggering an action before posting to Paypal payment gateway

    - by ajbeaven
    I'm in the middle of developing an e-commerce site that is using Paypal as it's payment gateway. All I want to do is run some code before the user heads off to Paypal to pay for their order, but I have no idea how to do it. The user should click a submit button, changes are made (in this case, the status of the order), and then the user is redirected to the payment gateway. Eg: [AcceptVerbs(HttpVerbs.Post)] public ActionResult GoToPaypal(FormCollection collection) { //change order status //send user to paypal where they pay for their order } So my question is how do you do application stuff and then redirect to paypal's payment gateway? Example HTML and C# would be lovely :)

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • Remove another user's lock obtained with sp_getapplock on SQL Server

    - by joshperry
    We have a system that uses sp_getapplock to create an exclusive mutex any time someone opens an order in the GUI. This is used to prevent multiple people from making changes to an order simultaneously. Sometimes people will open an order and go home, leaving it open. This effectively blocks anyone from being able to make changes to the order. I then get emails, calls and end up doing a kill <spid> in enterprise manager. Obviously I've gotten sick of this and want to make a quick self-service webform. The main problem I've run into is that kill requires sysadmin privileges, which I do not want to give to the user that the our website runs as. I have tried sp_releaseapplock but this doesn't let you release another user's lock (even when calling it as a sysadmin). So, finally my question; does anyone know of an alternative method to release a lock that was obtained by another user using sp_getapplock?

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  • How to add if statement in SQL ?

    - by shin
    I have a following MySQL with two parameters, $catname and $limit=1. And it is working fine. SELECT P.*, C.Name AS CatName FROM omc_product AS P LEFT JOIN omc_category AS C ON C.id = P.category_id WHERE C.Name = '$catname' AND p.status = 'active' ORDER BY RAND() LIMIT 0, $limit Now I want to add another parameter $order. $order can be either ODER BY RAND() or ORDER BY product_order in the table omc_product. Could anyone tell me how to write this query please? Thanks in advance.

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  • Re-indexing table; update with from

    - by David Thorisson
    The query says it all, I can't find out the right syntax without without using a for..next UPDATE Webtree SET Webtree.Sorting=w2.Sorting FROM ( SELECT BranchID, CASE WHEN @Index>=ROW_NUMBER() OVER(ORDER BY Sorting ASC) THEN ROW_NUMBER() OVER(ORDER BY Sorting ASC) ELSE ROW_NUMBER() OVER(ORDER BY Sorting ASC)+1 END AS Sorting FROM Webtree w2 WHERE w2.ParentID=@ParentID ) WHERE Webtree.BranchID=w2.BranchID

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  • Can someone recommend an appriopriate drawing tablet that fits my needs?

    - by Syg
    I'm looking for something that can help me to easily create small hand drawn graphics and mock-ups digitalize technical drawings I would normally draw on a whiteboard. I'm a developer, not a designer, so it doesn't have to be high-end I guess. Just something to help make it easier, more fun and more productive to quickly draw mockups etc. After a quick search I landed on the wacom site, but it's hard for me to tell the difference between the offerings never having used something like this. Is small too small? is it annoying? Other suggestion are also welcome ofcourse. Thanx for any help you can give me

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • LIKE query for DateTime in NHibernate

    - by Anry
    For a column of type varchar I could write such a query: public IList<Order> GetByName(string orderName) { using (ISession session = NHibernateHelper.OpenSession()) { return session.CreateCriteria<Order>(). Add(Restrictions.Like("Name", string.Format("%{0}%", orderName))). List<Order>(); } } How do I write a similar LIKE-query for a column that has type datetime? public IList<Order> GetByDateTime(DateTime dateTime) { using (ISession session = NHibernateHelper.OpenSession()) { return //LIKE-query } } That is, if the method is passed the date and part-time (eg "25.03.2010 19"), then displays all orders are carried out in this period of time.

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  • SQL: Need help with query construction.

    - by Geeknidas
    Hi Guys, I am relatively new with sql and I need some help with some basic query construction. Problem: To retrieve the number of orders and the customer id from a table based on a set of parameters. I want to write a query to figure out the number of orders under each customer (Column: Customerid) along with the CustomerID where the number of orders should be greater or equal to 10 and the status of the order should be Active. Moreover, I also want to know the first transaction date of an order belonging to each customerid. Table Description: product_orders Orderid CustomerId Transaction_date Status ------- ---------- ---------------- ------- 1 23 2-2-10 Active 2 22 2-3-10 Active 3 23 2-3-10 Deleted 4 23 2-3-10 Active Query that I have written: select count(*), customerid from product_orders where status = 'Active' GROUP BY customerid ORDER BY customerid; The above statement gives me the sum of all order under a customer id but does not fulfil the condition of atleast 10 orders. I donot know how to display the first transaction date along with the order under a customerid (status: could be active or delelted doesn't matter) Ideal solutions should look like: Total Orders CustomerID Transaction Date (the first transaction date) ------------ ---------- ---------------- 11 23 1-2-10 Thanks in advance. I hope you guys would be kind enough to stop by and help me out. Cheers, Leonidas

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  • Need some help understanding this problem about maximizing graph connectivity

    - by Legend
    I was wondering if someone could help me understand this problem. I prepared a small diagram because it is much easier to explain it visually. Problem I am trying to solve: 1. Constructing the dependency graph Given the connectivity of the graph and a metric that determines how well a node depends on the other, order the dependencies. For instance, I could put in a few rules saying that node 3 depends on node 4 node 2 depends on node 3 node 3 depends on node 5 But because the final rule is not "valuable" (again based on the same metric), I will not add the rule to my system. 2. Execute the request order Once I built a dependency graph, execute the list in an order that maximizes the final connectivity. I am not sure if this is a really a problem but I somehow have a feeling that there might exist more than one order in which case, it is required to choose the best order. First and foremost, I am wondering if I constructed the problem correctly and if I should be aware of any corner cases. Secondly, is there a closely related algorithm that I can look at? Currently, I am thinking of something like Feedback Arc Set or the Secretary Problem but I am a little confused at the moment. Any suggestions? PS: I am a little confused about the problem myself so please don't flame on me for that. If any clarifications are needed, I will try to update the question.

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  • Windows Mobile : How to bind dropdown's selectedvalue to a column in table A and the list data to a

    - by Rob
    Hi, I am trying to learn the basics of Windows Mobile development against SQL CE and have come across a basic problem. I have two tables. One called Customers that stores customer info and has an identity column called ID as the primary key. The other table is called Orders which has a column called CustomerID (the FK constraint is present). I have added a DataSet to the project that contains both tables and have autogenerated the edit/view forms. This has produced a text control for the CustomerID column in the Order table for the new/edit form and I deleted it and replaced it with a dropdown list. Then, using the 'Advanced' databinding options (in Properties) I set the datasource of the list to the Customers table setting the value to the ID field and the text to the CustomerName field. I then set the SelectedValue of the list box to the CustomerID field of the Orders dataset. So far so good. When I run the app in the emulator and view the 'New' form for Orders the Customer dropdown is indeed populated with a list of customer names and I can select one and happily create a new order successfully. This is confirmed when I see the order appear in the Orders Grid form. However, when I then click on the order in the grid and then select 'Edit' the order loads but the dropdown always shows the first customer in the list and doesn't seem to bind the SelectedValue to the Orders dataset CustomerID field. Now I am an ASP.NET guy and normally hand craft the DAL and it's binding to the UI so I'm not entirely sure where to look to investigate what is going wrong here as this is all generated code. I am sure it is something very trivial but any pointers would be appreciated. My gut feeling is that the SelectedValue and the Customers.CustomerID values do not match for some reason? Many thanks, Rob.

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  • Lwjgl or opengl double pixels

    - by Philippe Paré
    I'm working in java with LWJGL and trying to double all my pixels. I'm trying to draw in an area of 800x450 and then stretch all the frame image to the complete 1600x900 pixels without them getting blured. I can't figure out how to do that in java, everything I find is in c++... A hint would be great! Thanks a lot. EDIT : I've tried drawing to a texture created in opengl by setting it to the framebuffer, but I can't find a way to use glGenTextures() in java... so this is not working... also I though about using a shader but I would not be able to draw only in the smaller region...

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  • In symfony/doctrine's schema.yml, where should I put onDelete: CASCADE for a many-to-many relationsh

    - by nselikoff
    I have a many-to-many relationship defined in my Symfony (using doctrine) project between Orders and Upgrades (an Order can be associated with zero or more Upgrades, and an Upgrade can apply to zero or more Orders). # schema.yml Order: columns: order_id: {...} relations: Upgrades: class: Upgrade local: order_id foreign: upgrade_id refClass: OrderUpgrade Upgrade: columns: upgrade_id: {...} relations: Orders: class: Order local: upgrade_id foreign: order_id refClass: OrderUpgrade OrderUpgrade: columns: order_id: {...} upgrade_id: {...} I want to set up delete cascade behavior so that if I delete an Order or an Upgrade, all of the related OrderUpgrades are deleted. Where do I put onDelete: CASCADE? Usually I would put it at the end of the relations section, but that would seem to imply in this case that deleting Orders would cascade to delete Upgrades. Is Symfony + Doctrine smart enough to know what I'm wanting if I put onDelete: CASCADE in the above relations sections of schema.yml?

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • Silverlight: Creating great UIs

    - by xamlnotes
    I was always told I was left brained and could not draw. And I bought into that view. Somewhere down the road years ago I did learn to play guitar and to play by ear at that.  Now that’s not all left brained so my right brain must be working.  About a year ago, my good friend Billy Hollis turned me own to a book by Betty Edwards (http://www.drawright.com/).  I started reading this and soon I found my self drawing on napkins in restaurants while we were waiting on food and at many other times too.  Dang’d if I could not draw! Check out my UI article at Dev Pro Connections (Great UIs article) on some of my experiences. Heres a few more links that are really cool too. Cool color combinations web site Simply painting is awesome. Saw this guy on tv. This site has some great tools for color contrasting

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  • Good floor planner program?

    - by torbengb
    I'm planning to have a house built. I want to draw up some sketches on the computer, so I am looking for a program that can help me do this. It doesn't have to be a professional architecture tool; in fact that would be too complicated just yet (but maybe later on, for the detailed work...?). A simpler tool would be better. Features should include such things as ability to draw and move walls (not just using simple boxes), calculate room/floor area, add windows and doors, and the like. That's why Inkscape or OOo Presentation won't do. On Windows, a friend would just download a cracked professional architecture tool but that is not what I want to do. Suggestions?

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • Distributed Message Ordering

    - by sbanwart
    I have an architectural question on handling message ordering. For purposes of this question, the transport is irrelevant, so I'm not going to specify one. Say we have three systems, a website, a CRM and an ERP. For this example, the ERP will be the "master" system in terms of data ownership. The website and the CRM can both send a new customer message to the ERP system. The ERP system then adds a customer and publishes the customer with the newly assigned account number so that the website and CRM can add the account number to their local customer records. This is a pretty straight forward process. Next we move on to placing orders. The account number is required in order for the CRM or website to place an order with the ERP system. However the CRM will permit the user to place an order even if the customer lacks an account number. (For this example assume we can't modify the CRM behavior) This creates the possibility that a user could create a new customer, and place an order before the account number gets updated in the CRM. What is the best way to handle this scenario? Would it be best to send the order message sans account number and let it go to an error queue? Would it be better to have the CRM endpoint hold the message and wait until the account number is updated in the CRM? Maybe something completely different that I haven't thought of? Thanks in advance for any help.

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • Threads in Java

    - by owca
    I've created simple program to test Threads in Java. I'd like it to print me numbers infinitely, like 123123123123123. Dunno why, but currently it stops after one cycle finishing 213 only. Anyone knows why ? public class Main { int number; public Main(int number){ } public static void main(String[] args) { new Infinite(2).start(); new Infinite(1).start(); new Infinite(3).start(); } } class Infinite extends Thread { static int which=1; static int order=1; int id; int number; Object console = new Object(); public Infinite(int number){ id = which; which++; this.number = number; } @Override public void run(){ while(1==1){ synchronized(console){ if(order == id){ System.out.print(number); order++; if(order >= which){ order = 1; } try{ console.notifyAll(); console.wait(); } catch(Exception e) {} } else { try{ console.notifyAll(); console.wait(); } catch(Exception e) {} } } try{Thread.sleep(0);} catch(Exception e) {} } } }

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  • Hard Copies VS Soft Copies

    - by Garet Claborn
    Where do you draw the line and say, "OK, I'm actually going to print out this piece of code, spec, formula, or other info and carry it around but these pieces can stay on disk." Well, more importantly why do you draw the line there? I've encountered this a number of times and have some sort of vague conceptions beyond "oh now I'm REALLY stuck, better print this out." I've also found some quicksheets of basic specs to be handy. Really though, I have no particular logic behind what is useful to physically have available in the design and development process. I have a great pile of 'stuff' papers that seemed at least partially relevant at the time, but I only really use about a third of them ever and often end up wishing I had different info on hand. Edit: So this is what I'm hearing in a nutshell: Major parts of the design pattern Common, fairly static and prominently useful code (reference or specs) Some representation of data useful in collaborating or sharing with team Extreme cases of tough problem solving Overwhelmingly,almost never print anything.

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  • add method to reflection-object and named-scopes

    - by toy
    I Like to add a method to my has_many relation in the way that it is applyed on the relation object. I got an Order wich :has_many line_items I like to write things like order.line_items.calculate_total # returns the sum of line_items this I could do with: :has_many line_items do def calculate_total ... end end but this would not be applyed to named_scopes like payalbes_only: order.line_items.payables_only.calculate_total here calculate total would receive all line_items of order and not the scoped ones from payables_only-scope. My log tells me that the paybles_only scope is even not applied to the sql.

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