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  • Caching NHibernate Named Queries

    - by TStewartDev
    I recently started a new job and one of my first tasks was to implement a "popular products" design. The parameters were that it be done with NHibernate and be cached for 24 hours at a time because the query will be pretty taxing and the results do not need to be constantly up to date. This ended up being tougher than it sounds. The database schema meant a minimum of four joins with filtering and ordering criteria. I decided to use a stored procedure rather than letting NHibernate create the SQL for me. Here is a summary of what I learned (even if I didn't ultimately use all of it): You can't, at the time of this writing, use Fluent NHibernate to configure SQL named queries or imports You can return persistent entities from a stored procedure and there are a couple ways to do that You can populate POCOs using the results of a stored procedure, but it isn't quite as obvious You can reuse your named query result mapping other places (avoid duplication) Caching your query results is not at all obvious Testing to see if your cache is working is a pain NHibernate does a lot of things right. Having unified, up-to-date, comprehensive, and easy-to-find documentation is not one of them. By the way, if you're new to this, I'll use the terms "named query" and "stored procedure" (from NHibernate's perspective) fairly interchangeably. Technically, a named query can execute any SQL, not just a stored procedure, and a stored procedure doesn't have to be executed from a named query, but for reusability, it seems to me like the best practice. If you're here, chances are good you're looking for answers to a similar problem. You don't want to read about the path, you just want the result. So, here's how to get this thing going. The Stored Procedure NHibernate has some guidelines when using stored procedures. For Microsoft SQL Server, you have to return a result set. The scalar value that the stored procedure returns is ignored as are any result sets after the first. Other than that, it's nothing special. CREATE PROCEDURE GetPopularProducts @StartDate DATETIME, @MaxResults INT AS BEGIN SELECT [ProductId], [ProductName], [ImageUrl] FROM SomeTableWithJoinsEtc END The Result Class - PopularProduct You have two options to transport your query results to your view (or wherever is the final destination): you can populate an existing mapped entity class in your model, or you can create a new entity class. If you go with the existing model, the advantage is that the query will act as a loader and you'll get full proxied access to the domain model. However, this can be a disadvantage if you require access to the related entities that aren't loaded by your results. For example, my PopularProduct has image references. Unless I tie them into the query (thus making it even more complicated and expensive to run), they'll have to be loaded on access, requiring more trips to the database. Since we're trying to avoid trips to the database by using a second-level cache, we should use the second option, which is to create a separate entity for results. This approach is (I believe) in the spirit of the Command-Query Separation principle, and it allows us to flatten our data and optimize our report-generation process from data source to view. public class PopularProduct { public virtual int ProductId { get; set; } public virtual string ProductName { get; set; } public virtual string ImageUrl { get; set; } } The NHibernate Mappings (hbm) Next up, we need to let NHibernate know about the query and where the results will go. Below is the markup for the PopularProduct class. Notice that I'm using the <resultset> element and that it has a name attribute. The name allows us to drop this into our query map and any others, giving us reusability. Also notice the <import> element which lets NHibernate know about our entity class. <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <import class="PopularProduct, Infrastructure.NHibernate, Version=1.0.0.0"/> <resultset name="PopularProductResultSet"> <return-scalar column="ProductId" type="System.Int32"/> <return-scalar column="ProductName" type="System.String"/> <return-scalar column="ImageUrl" type="System.String"/> </resultset> </hibernate-mapping>  And now the PopularProductsMap: <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <sql-query name="GetPopularProducts" resultset-ref="PopularProductResultSet" cacheable="true" cache-mode="normal"> <query-param name="StartDate" type="System.DateTime" /> <query-param name="MaxResults" type="System.Int32" /> exec GetPopularProducts @StartDate = :StartDate, @MaxResults = :MaxResults </sql-query> </hibernate-mapping>  The two most important things to notice here are the resultset-ref attribute, which links in our resultset mapping, and the cacheable attribute. The Query Class – PopularProductsQuery So far, this has been fairly obvious if you're familiar with NHibernate. This next part, maybe not so much. You can implement your query however you want to; for me, I wanted a self-encapsulated Query class, so here's what it looks like: public class PopularProductsQuery : IPopularProductsQuery { private static readonly IResultTransformer ResultTransformer; private readonly ISessionBuilder _sessionBuilder;   static PopularProductsQuery() { ResultTransformer = Transformers.AliasToBean<PopularProduct>(); }   public PopularProductsQuery(ISessionBuilder sessionBuilder) { _sessionBuilder = sessionBuilder; }   public IList<PopularProduct> GetPopularProducts(DateTime startDate, int maxResults) { var session = _sessionBuilder.GetSession(); var popularProducts = session .GetNamedQuery("GetPopularProducts") .SetCacheable(true) .SetCacheRegion("PopularProductsCacheRegion") .SetCacheMode(CacheMode.Normal) .SetReadOnly(true) .SetResultTransformer(ResultTransformer) .SetParameter("StartDate", startDate.Date) .SetParameter("MaxResults", maxResults) .List<PopularProduct>();   return popularProducts; } }  Okay, so let's look at each line of the query execution. The first, GetNamedQuery, matches up with our NHibernate mapping for the sql-query. Next, we set it as cacheable (this is probably redundant since our mapping also specified it, but it can't hurt, right?). Then we set the cache region which we'll get to in the next section. Set the cache mode (optional, I believe), and my cache is read-only, so I set that as well. The result transformer is very important. This tells NHibernate how to transform your query results into a non-persistent entity. You can see I've defined ResultTransformer in the static constructor using the AliasToBean transformer. The name is obviously leftover from Java/Hibernate. Finally, set your parameters and then call a result method which will execute the query. Because this is set to cached, you execute this statement every time you run the query and NHibernate will know based on your parameters whether to use its cached version or a fresh version. The Configuration – hibernate.cfg.xml and Web.config You need to explicitly enable second-level caching in your hibernate configuration: <hibernate-configuration xmlns="urn:nhibernate-configuration-2.2"> <session-factory> [...] <property name="dialect">NHibernate.Dialect.MsSql2005Dialect</property> <property name="cache.provider_class">NHibernate.Caches.SysCache.SysCacheProvider,NHibernate.Caches.SysCache</property> <property name="cache.use_query_cache">true</property> <property name="cache.use_second_level_cache">true</property> [...] </session-factory> </hibernate-configuration> Both properties "use_query_cache" and "use_second_level_cache" are necessary. As this is for a web deployement, we're using SysCache which relies on ASP.NET's caching. Be aware of this if you're not deploying to the web! You'll have to use a different cache provider. We also need to tell our cache provider (in this cache, SysCache) about our caching region: <syscache> <cache region="PopularProductsCacheRegion" expiration="86400" priority="5" /> </syscache> Here I've set the cache to be valid for 24 hours. This XML snippet goes in your Web.config (or in a separate file referenced by Web.config, which helps keep things tidy). The Payoff That should be it! At this point, your queries should run once against the database for a given set of parameters and then use the cache thereafter until it expires. You can, of course, adjust settings to work in your particular environment. Testing Testing your application to ensure it is using the cache is a pain, but if you're like me, you want to know that it's actually working. It's a bit involved, though, so I'll create a separate post for it if comments indicate there is interest.

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  • General directions on developing a server side control system for JS/Canvas Action RPG

    - by Billy Ninja
    Well, yesterday I asked on anti-cheat JS, and confirmed what I kind of already knew that it's just not possible. Now I wanna measure roughly how hard it is to implement a server side checking that is agnostic to client input, that does not mess with the game experience so much. I don't wanna waste to much resource on this matter, since it's going to be initially a single player game, that I may or would like to introduce some kind of ranking, trading system later on. I'd rather deliver better more cool game features instead. I don't wanna have to guarantee super fast server response to keep the game going lag free. I'd rather go with more loose discrete control of key variables and instances. Like store user's action on a fifo buffer on the client, and push that actions to the server gradually. I'd love to see a elegant, generic solution that I could plug into my client game logic root (not having to scatter treatments everywhere in my client js) - and have few classes on Node.js server that could handle that - without having to mirror/describe all of my game entities a second time on the server.

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • Keyboard input system handling

    - by The Communist Duck
    Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm receiving, and what to do with it. Handling Input I'm talking about after the fact you've registered that the 'A' key has been pressed, for example, and how to do it from there. I've seen an array of the whole keyboard, something like: bool keyboard[256]; //And each input loop check the state of every key on the keyboard But this seems inefficient. Not only are you coupling the key 'A' to 'player moving left', for example, but it checks every key, 30-60 times a second. I then tried another system which just looked for keys it wanted. std::map< unsigned char, Key keyMap; //Key stores the keycode, and whether it's been pressed. Then, I declare a load of const unsigned char called 'Quit' or 'PlayerLeft'. input-BindKey(Keys::PlayerLeft, KeyCode::A); //so now you can check if PlayerLeft, rather than if A. However, the problem with this is I cannot now type a name, for example, without having to bind every single key. Then, I have the second problem, which I cannot really think of a good solution for: Sending Input I now know that the A key has been pressed or that playerLeft is true. But how do I go from here? I thought about just checking if(input-IsKeyDown(Key::PlayerLeft) { player.MoveLeft(); } This couples the input greatly to the entities, and I find it rather messy. I'd prefer the player to handle its own movement when it gets updated. I thought some kind of event system could work, but I do not know how to go with it. (I heard signals and slots was good for this kind of work, but it's apparently very slow and I cannot see how it'd fit). Thanks.

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  • NHibernate Pitfalls: Loading Foreign Key Properties

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. When saving a new entity that has references to other entities (one to one, many to one), one has two options for setting their values: Load each of these references by calling ISession.Get and passing the foreign key; Load a proxy instead, by calling ISession.Load with the foreign key. So, what is the difference? Well, ISession.Get goes to the database and tries to retrieve the record with the given key, returning null if no record is found. ISession.Load, on the other hand, just returns a proxy to that record, without going to the database. This turns out to be a better option, because we really don’t need to retrieve the record – and all of its non-lazy properties and collections -, we just need its key. An example: 1: //going to the database 2: OrderDetail od = new OrderDetail(); 3: od.Product = session.Get<Product>(1); //a product is retrieved from the database 4: od.Order = session.Get<Order>(2); //an order is retrieved from the database 5:  6: session.Save(od); 7:  8: //creating in-memory proxies 9: OrderDetail od = new OrderDetail(); 10: od.Product = session.Load<Product>(1); //a proxy to a product is created 11: od.Order = session.Load<Order>(2); //a proxy to an order is created 12:  13: session.Save(od); So, if you just need to set a foreign key, use ISession.Load instead of ISession.Get.

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • Master-Details with RadGridView for Silverlight 4, WCF RIA Services RC2 and Entity Framework 4.0

    I have prepared a sample project with the Silverlight 4 version of RadGridView released yesterday. The sample project was created with Visual Studio 2010, WCF RIA Services RC 2 for Visual Studio 2010, and ADO.NET Entity Framework (.NET 4). I have decided to use the SalesOrderHeader and SalesOrderDetails tables from the Adventure Works Database, because they provide the perfect one-to-many relationship: I will not go over the steps for creating the ADO.NET Entity Data Model and the Domain Service Class. In case you are not familiar with them, you should start with Brad Abrams series of blog posts and read this blog after that. To enable the master-details relationship we need to modify two things. First of all we need to include the automatic retrieval of the child entities in the domain service class. We do this by using the Include method: 1: public IQueryable<SalesOrderHeader> GetSalesOrderHeaders()...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • First JSRs Proposed for Java EE 7

    - by Jacob Lehrbaum
    With the approval of Java SE 7 and Java SE 8 JSRs last month, attention is now shifting towards the Java EE platform.  While functionality pegged for Java EE 7 was previewed at least as early as Devoxx, the filing of these JSRs marks the first, officially proposed, specifications for the next generation of the popular application server standard.  Let's take a quick look at the proposed new functionality.Java Persistence API 2.1The first of the new proposed specifications is JSR 338: Java Persistence API (JPA) 2.1. JPA is designed for use with both Java EE and Java SE and: "deals with the way relational data is mapped to Java objects ("persistent entities"), the way that these objects are stored in a relational database so that they can be accessed at a later time, and the continued existence of an entity's state even after the application that uses it ends. In addition to simplifying the entity persistence model, the Java Persistence API standardizes object-relational mapping." (more about JPA)JAX-RS 2.0The second of the new Java specifications that have been proposed is JSR 339, otherwise known as JAX-RS 2.0. JAX-RS provides an API that enables the easy creation of web services using the Representational State Transfer (REST) architecture.  Key features proposed in the new JSR include a Client API, improved support for URIs, a Model-View-Controller architecture and much more!More informationOfficial proposal for Java Persistence 2.1 (jcp.org)Official proposal for JAX-RS 2.0 (jcp.org)Kicking off Java EE 7 with 2 JSRs: JAX-RS 2.0 / JPA 2.1 (the Aquarium)

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Swapping from NHibernate to Entity Framework &ndash; Sanity Check

    - by DesigningCode
    Now I’m not an expert in either of these techs.  I have a nice framework for unit of work / repository built with NHibernate.  Works pretty well.  I use FluentNhibernate to do the mappings.  Works well.  Takes very little code to get going with a DB back OO model. So why swap? Linq.  In Entity Framework you get much better linq support.  Visibility. I have no idea what's really happening with NHibernate….its a cloud of mystery most of the time.  You have to read all the blogs, mailing lists, etc to know what's going on. So, EF 4.0 looks like pretty good….  it has reasonably good support for mapping POCOs.  Wrapping UnitOfWork and Repository around it seems ok. Only thing I haven’t liked too much is having to explicitly load lazy loading entities. So…. am I sane?  is EF the way to go?  or is NHibernate going to suddenly release the next generation of coolness?  Is there any other major gotchas of using EF over NHibernate?

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Review: Data Modeling 101

    I just recently read “Data Modeling 101”by Scott W. Ambler where he gave an overview of fundamental data modeling skills. I think this article was excellent for anyone who was just starting to learn or refresh their skills in regards to the modeling of data.  Scott defines data modeling as the act of exploring data oriented structures.  He goes on to explain about how data models are actually used by defining three different types of models. Types of Data Models Conceptual Data Model  Logical Data Model (LDMs) Physical Data Model(PDMs) He further expands on modeling by exploring common data modeling notations because there are no industry standards for the practice of data modeling. Scott then defines how to actually model data by expanding on entities, attributes, identities, and relationships which are the basic building blocks of data models. In addition he discusses the value of normalization for redundancy and demoralization for performance. Finally, he discuss ways in which Developers and DBAs can become better data modelers through the use of practice, and seeking guidance from more experienced data modelers.

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  • Sales and Procurement Contracts 12.1.3++ Release Information

    - by LuciaC
    New functionality has been released for Sales and Procurement Contracts in a new patch: Contracts 12.1.3++: Patch 13877401: 12.1.3 Rollup for Oracle Contracts Core. The new functionality includes: APIs for Import of Contract Templates, Contract Expert rules, Questions and Constants: The three APIs are as follows: API for Templates, API for Rules, and API for Questions and Constants. These can be used to both create entities and update existing templates and rules. The APIs will display error and warning messages which can be processed and analyzed by the customer. Ability to Apply Multiple Templates to a Sourcing, Procurement or Sales Document: The buyer can select and add multiple templates to a quote,sales agreement document, sourcing or purchasing odcument.  All the clauses and deliverables from the new templates are synchronized with the document. The Contract Expert rules are from the original template. The buyer can also view the list of templates that are added to any sales or procurement document. Ability to Define Multi-Row Variables: You can create user defined manual variables that are tables containing one row per line or multiple rows. Contract Preview will print the variable values according to the layout defined for the variable. These variables are not available for Contract Expert Rules and Supplier. Enhancement to Suggested Sections for Clauses by Contract Expert: You can associate multiple default sections with a clause. A clause is associated with multiple values of any system variable and for each such value a section name is associated in Contracts Terms Library. When Contract Expert is run in the contract authoring flow, the clause is automatically placed in the associated section name. Plus many more new features. Read the following notes for details on all the new and changed functionality: Oracle Procurement Contracts Release Notes, Release 12.1.3++ (Doc ID 1467140.1) Oracle Sales Contracts Release Notes, Release 12.1.3++ (Doc ID 1467149.1) Oracle E-Business Suite Releases 12.1 and 12.2 Release Content Documents (Doc ID 1302189.1)

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  • Uganda .NET Usergroup April meeting

    - by Malisa L. Ncube
    Our April meeting was presented by Wilson Kutegeka on the topic of Building the Data Access a layer. In his presentation he showed a tool which he has developed to generate the entities, stores procedures that would be used to reduce having to retype the same boilerplate code for each entity. He uses visual basic samples to demonstrate access to the data from the database and inherits his classes from an abstract class which contains common properties including connection strings, save and delete methods. A number of questions emerged from the group, mostly those that use a business model based approaches. Some of the questions are on unit testing and mocking the models without using the database, the use of IoCs and loose coupled patterns. Some of the questions were on caching, Linq support and data annotations based validation. The presentation details can be found here. Intellisense LTD agreed to sponsor our website and we are glad to have that as we really need to have a website running. We would like to thank the following companies for supporting our community activities: Apress, Telerik, Manning, DevExpress (CodeRush), Ncover, and Intellisense.   Technorati Tags: Uganda .NET Usergroup

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  • How to use batch rendering with an entity component system?

    - by Kiril
    I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch rendering to reduce calls to the drawing routine. What would be the best way to integrate this with an engtity system? I thought about creating and populating the sprite batche every frame update, but that will probably be very slow. A better way would be to add a reference to an entity's quad to the sprite batch at initialization, but that would mean that the entity factory has to be aware of the Rendering System or that the sprite batch has to be a component of some Cache entity. One case violates encapsulation pretty heavily, while the other forces a non-game object entity in the entity system, which I am not sure I like a lot. As for engine, I am using Love2D (Love2D website) and FEZ ( FEZ website) as entity system(so everything is in Lua). I am more interested in a generic pattern of how to properly implement that rather than a language/library specific solution. Thanks in advance!

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Oracle DB, Oracle ADF, GlassFish, JDeveloper, NetBeans IDE

    - by Geertjan
    Today I started some experiments with Oracle guru Steven Davelaar, who lives about 20 minutes away from my place in Amsterdam by underground. Very convenient. He showed me a bunch of things in JDeveloper, while I showed him a bunch of things in NetBeans IDE. He managed to deploy an ADF application to GlassFish in JDeveloper. And, so far, I failed to do the same thing in NetBeans IDE. Quite a few (around 100) JARs are needed, aside from the question of correctly setting up or importing an ADF application, and we're still figuring out which and who and when and where. And how. And if. And why. Nonetheless, I did manage to get Oracle DB set up in NetBeans IDE, after downloading it from here: http://www.oracle.com/technetwork/products/express-edition/downloads/index.html Here's what it looks like when registered in NetBeans IDE, i.e., notice that I have a cool sample database available:   Data from the above database I managed to display very easily via the various NetBeans code generators in a PrimeFaces application, exactly as has been done many times in demonstrations and tutorials everywhere, i.e., generate JPA entities, then create an EJB, then inject the EJB into a PrimeFaces data table: The next step is to somehow do the same with ADF in NetBeans IDE. I had some trouble with passwords for Oracle DB, the command line (with Steven's help) proved helpful: Wish us luck as we continue our ADF-inspired journey. This blog entry by Shay is also relevant: Deploying Oracle ADF Essentials Applications to Glassfish

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  • CodePlex Daily Summary for Wednesday, October 16, 2013

    CodePlex Daily Summary for Wednesday, October 16, 2013Popular ReleasesHyper-V Management Pack Extensions 2012: HyperVMPE 2012 (1.0.1.206): RTM ReleaseFFXIV Crafting Simulator: Crafting Simulator 2.4: Added : - You can now drag&drop to reorganize the sequence. (Right click to remove now) - Fixed a bug with Ingenuity II not taken into consideration for quality Increase.C# Intellisense for Notepad++: Release v.1.0.8.2: Solved scrolling problem after DocumentFormatting Implemented "format as you type" --- To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.8.2: Solved scrolling problem after DocumentFormatting Implemented "format as you type" --- To avoid the DLLs getting locked by OS use MSI file for the installation.Collection Commander for Configuration Manager 2012: CMCollCtr 1.0.0: Change log: - MSI Setup - UI Improved - CM12 Console integration - New Powershell code snippets - Client Center IntegrationLINQ to Twitter: LINQ to Twitter v2.1.09: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.Sandcastle Help File Builder: SHFB v1.9.8.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This new release contains bug fixes and feature enhancements. There are some potential breaking changes in this release as some features of the Help File Builder have been moved into...AD ACL Scanner: 1.3.2: Minor bug fixed: Powershell 4.0 will report: Select—Object: Parameter cannot be processed because the parameter name p is ambiguous.Json.NET: Json.NET 5.0 Release 7: New feature - Added support for Immutable Collections New feature - Added WriteData and ReadData settings to DataExtensionAttribute New feature - Added reference and type name handling support to extension data New feature - Added default value and required support to constructor deserialization Change - Extension data is now written when serializing Fix - Added missing casts to JToken Fix - Fixed parsing large floating point numbers Fix - Fixed not parsing some ISO date ...RESX Manager: ResxManager 0.2.1: FIXED: Many critical bugs have been fixed. New Features Error logging for improved exception handling New toolbar Improvements of user interfaceFast YouTube Downloader: YouTube Downloader 2.2.0: YouTube Downloader 2.2.0VidCoder: 1.5.8 Beta: Added hardware acceleration options: Bicubic OpenCL scaling algorithm, QSV decoding/encoding and DXVA decoding. Updated HandBrake core to SVN 5834. Updated VidCoder setup icon. Fixed crash when choosing the mp4v2 container on x86 and opening on x64. Warning: the hardware acceleration features require specific hardware or file types to work correctly: QSV: Need an Intel processor that supports Quick Sync Video encoding, with a monitor hooked up to the Intel HD Graphics output and the lat...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js awe.autoSize = false ) - added Parent, Paremeter extensions ...Wsus Package Publisher: Release v1.3.1310.12: Allow the Update Creation Wizard to be set in full screen mode. Fix a bug which prevent WPP to Reset Remote Sus Client ID. Change the behavior of links in the Update Detail Viewer. Left-Click to open, Right-Click to copy to the Clipboard.TerrariViewer: TerrariViewer v7 [Terraria Inventory Editor]: This is a complete overhaul but has the same core style. I hope you enjoy it. This version is compatible with 1.2.0.3 Please send issues to my Twitter or https://github.com/TJChap2840WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen.v2.1.6.maint: I think this covers all of the issues. new additions: fixed the thumbnail problem for backgrounds. general clean up and error checking. need to get this put through the wringer and all feedback is welcome.BIDS Helper: BIDS Helper 1.6.4: This BIDS Helper release brings the following new features and fixes: New Features: A new Bus Matrix style report option when you run the Printer Friendly Dimension Usage report for an SSAS cube. The Biml engine is now fully in sync with the supported subset of Varigence Mist 3.4. This includes a large number of language enhancements, bugfixes, and project deployment support. Fixed Issues: Fixed Biml execution for project connections fixing a bug with Tabular Translations Editor not a...Free language translator and file converter: Free Language Translator 3.4: fixes for new version look up.MoreTerra (Terraria World Viewer): MoreTerra 1.11.3: =========== =New Features= =========== New Markers added for Plantera's Bulb, Heart Fruits and Gold Cache. Markers now correctly display for the gems found in rock debris on the floor. =========== =Compatibility= =========== Fixed header changes found in Terraria 1.0.3.1Media Companion: Media Companion MC3.581b: Fix in place for TVDB xml issue. New* Movie - General Preferences, allow saving of ignored 'The' or 'A' to end of movie title, stored in sorttitle field. * Movie - New Way for Cropping Posters. Fixed* Movie - Rename of folders/filename. caught error message. * Movie - Fixed Bug in Save Cropped image, only saving in Pre-Frodo format if Both model selected. * Movie - Fixed Cropped image didn't take zoomed ratio into effect. * Movie - Separated Folder Renaming and File Renaming fuctions durin...New ProjectsCDEasyUI: CDEasyUIEnough XamlConverter: A collection of useful XAML converters for Windows Phone and Windows 8 developers alike.GeReS: Geres is a simple batch job manager for Azure, written in Python for general applicability. Global Excel Automation Powershell Library: The Global Excel Automation PowerShell Library is a series of scripts to help with build deployment, application configuration, database copies and Hyper-V.jean1016jabbrchang: 11katrukTestProject: katruk test projectLocal to Global Option Set Converter: Automates the task of converting a Local Option Set into a Global Option Set in Microsoft Dynamics CRM 2011.Machine Cards: Machine Cards is a card playing game!Microsoft Translator Portable Wrapper: A portable wrapper for Microsoft Translator service. Can be used in various apps types. Desktop apps(.Net Framework 4.5), Windows Phone 8, Windows Store apps.Mod.DisplayTypes: Orchard module for a url that display content items with a certain display type. Multilingual Translator & Dictionary: The Multilingual Translator & Dictionary can translate and search meanings of words / phrases in multiple languages using Google Translator and Glosbe APIs.nDistribute: This is an attempt to build a library for synchronising data across a network of machines without the use of a predetermined central server.neurogoody: js sliceboxNotepadXX: NotepadXX is one of the requirements to complete in Open source. It is a open source text editor software.ODTK: Ein Toolkit für das Rollenspiel "Das Schwarze Auge (Ulisses Verlag)" um manche abläufe beim Spielen zu vereinfachen. Kampf Übersicht, Helden DBPhoto Frame and Door Cam: A Windows Service that hosts a simple digital photo frame web page that integrates with the Blue Iris NVR to show camera alerts when motion is detected.Powershell XML Deployment: While working as a Windows Server technology specialist in Sweden in the outsourcing branch, i've discovered that people have poor since of automation.PulseMonitor: this is pulse media projectRentACarRESTApi: Rent A Car REST ApiRubricaSentimentale: testScrutR - Monitor entities and notifiy when changes: ScrutR monitors entities of an application and sends notification when the conditions are matchedSRMongoDB: ????MongoDB C# ???。 ?????QueryBuilder.cs??。TP1_Quimica: uiuuuWake On LAN Gateway: A Client/Server solution for relaying WOL magic packets. Server runs as IIS module or Windows Service. Usage via REST service or installable windows client.Weather Forecast - Team Pixie - Telerik Academy 2012/2013: Simple weather forecast sharing website.Webapplication1: WebApplication1

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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