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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Deprecated Methods in Code Base

    - by Jamie Taylor
    A lot of the code I've been working on recently, both professionally (read: at work) and in other spheres (read: at home, for friends/family/etc, or NOT FOR WORK), has been worked on, redesigned and re-implemented several times - where possible/required. This has been in an effort to make things smaller, faster more efficient, better and closer to spec (when requirements have changed). A down side to this is that I now have several code bases that have deprecated method blocks (and in some places small objects). I'm looking at making this code maintainable and easy to roll back on changes. I'm already using version control software in both instances, but I'm left wondering if there are any specific techniques that have been used by others for keeping the superseded methods without increasing the size of compiled outputs? At the minute, I'm simply wrapping the old code in C style multi line comments. Here's an example of what I mean (C style, psuedo-code): void main () { //Do some work //Foo(); //Deprecated method call Bar(); //New method } /***** Deprecated code ***** /// Summary of Method void Foo() { //Do some work } ***** Deprecated Code *****/ /// Summary of method void Bar() { //Do some work } I've added a C style example, simply because I'm more confident with the C style languages. I'm trying to put this question across as language agnostic (hence the tag), and would prefer language agnostic answers, if possible - since I see this question as more of a techniques and design question. I'd like to keep the old methods and blocks for a bunch of reasons, chief amongst them being the ability to quickly restore an older working method in the case of some tests failing, or some unforeseen circumstance. Is there a better way to do this (that multi line comments)? Are there any tools that will allow me to store these old methods in separate files? Is that even a good idea?

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  • ASP.NET – Function to Fill Month, Date and Year into Dropdown lists

    - by SAMIR BHOGAYTA
    public void fillMonthList(DropDownList ddlList) { ddlList.Items.Add(new ListItem("Month", "Month")); ddlList.SelectedIndex = 0; DateTime month = Convert.ToDateTime("1/1/2000"); for (int intLoop = 0; intLoop { DateTime NextMont = month.AddMonths(intLoop); //ddlList.Items.Add(new ListItem(NextMont.ToString("MMMM"), NextMont.Month.ToString())); ddlList.Items.Add(new ListItem(NextMont.ToString("MMMM"), NextMont.ToString("MMMM"))); } } public void fillDayList(DropDownList ddlList) { ddlList.Items.Add(new ListItem("Day", "Day")); ddlList.SelectedIndex = 0; int totalDays = DateTime.DaysInMonth(DateTime.Now.Year, DateTime.Now.Month); for (int intLoop = 1; intLoop { ddlList.Items.Add(new ListItem(intLoop.ToString(), intLoop.ToString())); } } public void fillYearList(DropDownList ddlList) { ddlList.Items.Add(new ListItem("Year", "Year")); ddlList.SelectedIndex = 0; int intYearName = 1900; for (int intLoop = intYearName; intLoop { ddlList.Items.Add(new ListItem(intLoop.ToString(), intLoop.ToString())); } }

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  • Starting a Java activity in Unity3d Android

    - by Matthew Pavlinsky
    I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense: package com.company.product; import com.unity3d.player.UnityPlayerActivity; import com.unity3d.player.UnityPlayer; import android.os.Bundle; import android.util.Log; import android.content.Intent; public class SongPickerActivity extends UnityPlayerActivity { private Intent myIntent; final static int PICK_SONG = 1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Log.i("SongPickerActivity", "OnCreate"); myIntent = new Intent(Intent.ACTION_GET_CONTENT); myIntent.setType("audio/*"); } public void Pick() { Log.i("SongPickerActivity", "Pick"); startActivityForResult(myIntent, PICK_SONG); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); } } This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?

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  • RIDC Accelerator for Portal

    - by Stefan Krantz
    What is RIDC?Remote IntraDoc Client is a Java enabled API that leverages simple transportation protocols like Socket, HTTP and JAX/WS to execute content service operations in WebCenter Content Server. Each operation by design in the Content Server will execute stateless and return a complete result of the request. Each request object simply specifies the in a Map format (key and value pairs) what service to call and what parameters settings to apply. The result responded with will be built on the same Map format (key and value pairs). The possibilities with RIDC is endless since you can consume any available service (even custom made ones), RIDC can be executed from any Java SE application that has any WebCenter Content Services needs. WebCenter Portal and the example Accelerator RIDC adapter frameworkWebCenter Portal currently integrates and leverages WebCenter Content Services to enable available use cases in the portal today, like Content Presenter and Doc Lib. However the current use cases only covers few of the scenarios that the Content Server has to offer, in addition to the existing use cases it is not rare that the customer requirements requires additional steps and functionality that is provided by WebCenter Content but not part of the use cases from the WebCenter Portal.The good news to this is RIDC, the second good news is that WebCenter Portal already leverages the RIDC and has a connection management framework in place. The million dollar question here is how can I leverage this infrastructure for my custom use cases. Oracle A-Team has during its interactions produced a accelerator adapter framework that will reuse and leverage the existing connections provisioned in the webcenter portal application (works for WebCenter Spaces as well), as well as a very comprehensive design patter to minimize the work involved when exposing functionality. Let me introduce the RIDCCommon framework for accelerating WebCenter Content consumption from WebCenter Portal including Spaces. How do I get started?Through a few easy steps you will be on your way, Extract the zip file RIDCCommon.zip to the WebCenter Portal Application file structure (PortalApp) Open you Portal Application in JDeveloper (PS4/PS5) select to open the project in your application - this will add the project as a member of the application Update the Portal project dependencies to include the new RIDCCommon project Make sure that you WebCenter Content Server connection is marked as primary (a checkbox at the top of the connection properties form) You should by this stage have a similar structure in your JDeveloper Application Project Portal Project PortalWebAssets Project RIDCCommon Since the API is coming with some example operations that has already been exposed as DataControl actions, if you open Data Controls accordion you should see following: How do I implement my own operation? Create a new Java Class in for example com.oracle.ateam.portal.ridc.operation call it (GetDocInfoOperation) Extend the abstract class com.oracle.ateam.portal.ridc.operation.RIDCAbstractOperation and implement the interface com.oracle.ateam.portal.ridc.operation.IRIDCOperation The only method you actually are required to implement is execute(RIDCManager, IdcClient, IdcContext) The best practice to set object references for the operation is through the Constructor, example below public GetDocInfoOperation(String dDocName)By leveraging the constructor you can easily force the implementing class to pass right information, you can also overload the Constructor with more or less parameters as required Implement the execute method, the work you supposed to execute here is creating a new request binder and retrieve a response binder with the information in the request binder.In this case the dDocName for which we want the DocInfo Secondly you have to process the response binder by extracting the information you need from the request and restore this information in a simple POJO Java BeanIn the example below we do this in private void processResult(DataBinder responseData) - the new SearchDataObject is a Member of the GetDocInfoOperation so we can return this from a access method. Since the RIDCCommon API leverage template pattern for the operations you are now required to add a method that will enable access to the result after the execution of the operationIn the example below we added the method public SearchDataObject getDataObject() - this method returns the pre processed SearchDataObject from the execute method  This is it, as you can see on the code below you do not need more than 32 lines of very simple code 1: public class GetDocInfoOperation extends RIDCAbstractOperation implements IRIDCOperation { 2: private static final String DOC_INFO_BY_NAME = "DOC_INFO_BY_NAME"; 3: private String dDocName = null; 4: private SearchDataObject sdo = null; 5: 6: public GetDocInfoOperation(String dDocName) { 7: super(); 8: this.dDocName = dDocName; 9: } 10:   11: public boolean execute(RIDCManager manager, IdcClient client, 12: IdcContext userContext) throws Exception { 13: DataBinder dataBinder = createNewRequestBinder(DOC_INFO_BY_NAME); 14: dataBinder.putLocal(DocumentAttributeDef.NAME.getName(), dDocName); 15: 16: DataBinder responseData = getResponseBinder(dataBinder); 17: processResult(responseData); 18: return true; 19: } 20: 21: private void processResult(DataBinder responseData) { 22: DataResultSet rs = responseData.getResultSet("DOC_INFO"); 23: for(DataObject dobj : rs.getRows()) { 24: this.sdo = new SearchDataObject(dobj); 25: } 26: super.setMessage(responseData.getLocal(ATTR_MESSAGE)); 27: } 28: 29: public SearchDataObject getDataObject() { 30: return this.sdo; 31: } 32: } How do I execute my operation? In the previous section we described how to create a operation, so by now you should be ready to execute the operation Step one either add a method to the class  com.oracle.ateam.portal.datacontrol.ContentServicesDC or a class of your own choiceRemember the RIDCManager is a very light object and can be created where needed Create a method signature look like this public SearchDataObject getDocInfo(String dDocName) throws Exception In the method body - create a new instance of GetDocInfoOperation and meet the constructor requirements by passing the dDocNameGetDocInfoOperation docInfo = new GetDocInfoOperation(dDocName) Execute the operation via the RIDCManager instance rMgr.executeOperation(docInfo) Return the result by accessing it from the executed operationreturn docInfo.getDataObject() 1: private RIDCManager rMgr = null; 2: private String lastOperationMessage = null; 3:   4: public ContentServicesDC() { 5: super(); 6: this.rMgr = new RIDCManager(); 7: } 8: .... 9: public SearchDataObject getDocInfo(String dDocName) throws Exception { 10: GetDocInfoOperation docInfo = new GetDocInfoOperation(dDocName); 11: boolean boolVal = rMgr.executeOperation(docInfo); 12: lastOperationMessage = docInfo.getMessage(); 13: return docInfo.getDataObject(); 14: }   Get the binaries! The enclosed code in a example that can be used as a reference on how to consume and leverage similar use cases, user has to guarantee appropriate quality and support.  Download link: https://blogs.oracle.com/ATEAM_WEBCENTER/resource/stefan.krantz/RIDCCommon.zip RIDC API Referencehttp://docs.oracle.com/cd/E23943_01/apirefs.1111/e17274/toc.htm

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  • Getting WCF Bindings and Behaviors from any config source

    - by cibrax
    The need of loading WCF bindings or behaviors from different sources such as files in a disk or databases is a common requirement when dealing with configuration either on the client side or the service side. The traditional way to accomplish this in WCF is loading everything from the standard configuration section (serviceModel section) or creating all the bindings and behaviors by hand in code. However, there is a solution in the middle that becomes handy when more flexibility is needed. This solution involves getting the configuration from any place, and use that configuration to automatically configure any existing binding or behavior instance created with code.  In order to configure a binding instance (System.ServiceModel.Channels.Binding) that you later inject in any endpoint on the client channel or the service host, you first need to get a binding configuration section from any configuration file (you can generate a temp file on the fly if you are using any other source for storing the configuration).  private BindingsSection GetBindingsSection(string path) { System.Configuration.Configuration config = System.Configuration.ConfigurationManager.OpenMappedExeConfiguration( new System.Configuration.ExeConfigurationFileMap() { ExeConfigFilename = path }, System.Configuration.ConfigurationUserLevel.None); var serviceModel = ServiceModelSectionGroup.GetSectionGroup(config); return serviceModel.Bindings; }   The BindingsSection contains a list of all the configured bindings in the serviceModel configuration section, so you can iterate through all the configured binding that get the one you need (You don’t need to have a complete serviceModel section, a section with the bindings only works).  public Binding ResolveBinding(string name) { BindingsSection section = GetBindingsSection(path); foreach (var bindingCollection in section.BindingCollections) { if (bindingCollection.ConfiguredBindings.Count > 0 && bindingCollection.ConfiguredBindings[0].Name == name) { var bindingElement = bindingCollection.ConfiguredBindings[0]; var binding = (Binding)Activator.CreateInstance(bindingCollection.BindingType); binding.Name = bindingElement.Name; bindingElement.ApplyConfiguration(binding); return binding; } } return null; }   The code above does just that, and also instantiates and configures the Binding object (System.ServiceModel.Channels.Binding) you are looking for. As you can see, the binding configuration element contains a method “ApplyConfiguration” that receives the binding instance that needs to be configured. A similar thing can be done for instance with the “Endpoint” behaviors. You first get the BehaviorsSection, and then, the behavior you want to use.  private BehaviorsSection GetBehaviorsSection(string path) { System.Configuration.Configuration config = System.Configuration.ConfigurationManager.OpenMappedExeConfiguration( new System.Configuration.ExeConfigurationFileMap() { ExeConfigFilename = path }, System.Configuration.ConfigurationUserLevel.None); var serviceModel = ServiceModelSectionGroup.GetSectionGroup(config); return serviceModel.Behaviors; }public List<IEndpointBehavior> ResolveEndpointBehavior(string name) { BehaviorsSection section = GetBehaviorsSection(path); List<IEndpointBehavior> endpointBehaviors = new List<IEndpointBehavior>(); if (section.EndpointBehaviors.Count > 0 && section.EndpointBehaviors[0].Name == name) { var behaviorCollectionElement = section.EndpointBehaviors[0]; foreach (BehaviorExtensionElement behaviorExtension in behaviorCollectionElement) { object extension = behaviorExtension.GetType().InvokeMember("CreateBehavior", BindingFlags.InvokeMethod | BindingFlags.NonPublic | BindingFlags.Instance, null, behaviorExtension, null); endpointBehaviors.Add((IEndpointBehavior)extension); } return endpointBehaviors; } return null; }   In this case, the code for creating the behavior instance is more tricky. First of all, a behavior in the configuration section actually represents a set of “IEndpoint” behaviors, and the behavior element you get from the configuration does not have any public method to configure an existing behavior instance. This last one only contains a protected method “CreateBehavior” that you can use for that purpose. Once you get this code implemented, a client channel can be easily configured as follows  var binding = resolver.ResolveBinding("MyBinding"); var behaviors = resolver.ResolveEndpointBehavior("MyBehavior"); SampleServiceClient client = new SampleServiceClient(binding, new EndpointAddress(new Uri("http://localhost:13749/SampleService.svc"), new DnsEndpointIdentity("localhost"))); foreach (var behavior in behaviors) { if(client.Endpoint.Behaviors.Contains(behavior.GetType())) { client.Endpoint.Behaviors.Remove(behavior.GetType()); } client.Endpoint.Behaviors.Add(behavior); }   The code above assumes that a configuration file (in any place) with a binding “MyBinding” and a behavior “MyBehavior” exists. That file can look like this,  <system.serviceModel> <bindings> <basicHttpBinding> <binding name="MyBinding"> <security mode="Transport"></security> </binding> </basicHttpBinding> </bindings> <behaviors> <endpointBehaviors> <behavior name="MyBehavior"> <clientCredentials> <windows/> </clientCredentials> </behavior> </endpointBehaviors> </behaviors> </system.serviceModel>   The same thing can be done of course in the service host if you want to manually configure the bindings and behaviors.  

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  • MVC : Does Code to save data in cache or session belongs in controller?

    - by newbie
    I'm a bit confused if saving the information to session code below, belongs in the controller action as shown below or should it be part of my Model? I would add that I have other controller methods that will read this session value later. public ActionResult AddFriend(FriendsContext viewModel) { if (!ModelState.IsValid) { return View(viewModel); } // Start - Confused if the code block below belongs in Controller? Friend friend = new Friend(); friend.FirstName = viewModel.FirstName; friend.LastName = viewModel.LastName; friend.Email = viewModel.UserEmail; httpContext.Session["latest-friend"] = friend; // End Confusion return RedirectToAction("Home"); } I thought about adding a static utility class in my Model which does something like below, but it just seems stupid to add 2 lines of code in another file. public static void SaveLatestFriend(Friend friend, HttpContextBase httpContext) { httpContext.Session["latest-friend"] = friend; } public static Friend GetLatestFriend(HttpContextBase httpContext) { return httpContext.Session["latest-friend"] as Friend; }

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  • Putting a base in the middle

    - by PSteele
    From Eric Lippert's Blog: Here’s a crazy-seeming but honest-to-goodness real customer scenario that got reported to me recently. There are three DLLs involved, Alpha.DLL, Bravo.DLL and Charlie.DLL. The classes in each are: public class Alpha // In Alpha.DLL {   public virtual void M()   {     Console.WriteLine("Alpha");   } } public class Bravo: Alpha // In Bravo.DLL { } public class Charlie : Bravo // In Charlie.DLL {   public override void M()   {     Console.WriteLine("Charlie");     base.M();   } } Perfectly sensible. You call M on an instance of Charlie and it says “Charlie / Alpha”. Now the vendor who supplies Bravo.DLL ships a new version which has this code: public class Bravo: Alpha {   public override void M()   {     Console.WriteLine("Bravo");     base.M();   } } The question is: what happens if you call Charlie.M without recompiling Charlie.DLL, but you are loading the new version of Bravo.DLL? The customer was quite surprised that the output is still “Charlie / Alpha”, not “Charlie / Bravo / Alpha”. Read the full post for a very interesting discussion of the design of C#, the CLR, method resolution and more. Technorati Tags: .NET,C#,CLR

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • Extension Methods in Dot Net 2.0

    - by Tom Hines
    Not that anyone would still need this, but in case you have a situation where the code MUST be .NET 2.0 compliant and you want to use a cool feature like Extension methods, there is a way.  I saw this article when looking for ways to create extension methods in C++, C# and VB:  http://msdn.microsoft.com/en-us/magazine/cc163317.aspx The author shows a simple  way to declare/define the ExtensionAttribute so it's available to 2.0 .NET code. Please read the article to learn about the when and why and use the content below to learn HOW. In the next post, I'll demonstrate cross-language calling of extension methods. Here is a version of it in C# First, here's the project showing there's no VOODOO included: using System; namespace System.Runtime.CompilerServices {    [       AttributeUsage(          AttributeTargets.Assembly          | AttributeTargets.Class          | AttributeTargets.Method,       AllowMultiple = false, Inherited = false)    ]    class ExtensionAttribute : Attribute{} } namespace TestTwoDotExtensions {    public static class Program    {       public static void DoThingCS(this string str)       {          Console.WriteLine("2.0\t{0:G}\t2.0", str);       }       static void Main(string[] args)       {          "asdf".DoThingCS();       }    } }   Here is the C++ version: // TestTwoDotExtensions_CPP.h #pragma once using namespace System; namespace System {        namespace Runtime {               namespace CompilerServices {               [                      AttributeUsage(                            AttributeTargets::Assembly                             | AttributeTargets::Class                            | AttributeTargets::Method,                      AllowMultiple = false, Inherited = false)               ]               public ref class ExtensionAttribute : Attribute{};               }        } } using namespace System::Runtime::CompilerServices; namespace TestTwoDotExtensions_CPP { public ref class CTestTwoDotExtensions_CPP {    public:            [ExtensionAttribute] // or [Extension]            static void DoThingCPP(String^ str)    {       Console::WriteLine("2.0\t{0:G}\t2.0", str);    } }; }

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • Slick2D - Cannot instantiate the type Image

    - by speakon
    I am getting this strange error and I cannot for the life of me figure out why: Cannot instantiate the type Image CODE: import java.awt.Image; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class MainMenuState extends BasicGameState { int stateID = -1; Image background = null; Image startGameOption = null; Image exitOption = null; float startGameScale = 1; float exitScale = 1; MainMenuState( int stateID ) { this.stateID = stateID; } public int getID() { return stateID; } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { try { background = new Image("data/menu.jpg"); Image menuOptions = new Image("data/menuoptions.png"); startGameOption = menuOptions.getSubImage(0, 0, 377, 71); exitOption = menuOptions.getSubImage(0, 71, 377, 71); }catch (SlickException e) { System.err.print(e); } } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } } Why do I get this error? I've googled endlessly and nobody else has it, this worked fine in my other game. Any ideas?

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  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

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  • Workarounds for supporting MVVM in the Silverlight TreeView Control

    - by cibrax
    MVVM (Model-View-ViewModel) is the pattern that you will typically choose for building testable user interfaces either in WPF or Silverlight. This pattern basically relies on the data binding support in those two technologies for mapping an existing model class (the view model) to the different parts of the UI or view. Unfortunately, MVVM was not threated as first citizen for some of controls released out of the box in the Silverlight runtime or the Silverlight toolkit. That means that using data binding for implementing MVVM is not always something trivial and usually requires some customization in the existing controls. In ran into different problems myself trying to fully support data binding in controls like the tree view or the context menu or things like drag & drop.  For that reason, I decided to write this post to show how the tree view control or the tree view items can be customized to support data binding in many of its properties. In first place, you will typically use a tree view for showing hierarchical data so the view model somehow must reflect that hierarchy. An easy way to implement hierarchy in a model is to use a base item element like this one, public abstract class TreeItemModel { public abstract IEnumerable<TreeItemModel> Children; } You can later derive your concrete model classes from that base class. For example, public class CustomerModel { public string FullName { get; set; } public string Address { get; set; } public IEnumerable<OrderModel> Orders { get; set; } }   public class CustomerTreeItemModel : TreeItemModel { public CustomerTreeItemModel(CustomerModel customer) { }   public override IEnumerable<TreeItemModel> Children { get { // Return orders } } } The Children property in the CustomerTreeItem model implementation can return for instance an ObservableCollection<TreeItemModel> with the orders, so the tree view will automatically subscribe to all the changes in the collection. You can bind this model to the tree view control in the UI by using a Hierarchical data template. <e:TreeView x:Name="TreeView" ItemsSource="{Binding Customers}"> <e:TreeView.ItemTemplate> <sdk:HierarchicalDataTemplate ItemsSource="{Binding Children}"> <!-- TEMPLATE --> </sdk:HierarchicalDataTemplate> </e:TreeView.ItemTemplate> </e:TreeView> An interesting behavior with the Children property and the Hierarchical data template is that the Children property is only invoked before the expansion, so you can use lazy load at this point (The tree view control will not expand the whole tree in the first expansion). The problem with using MVVM in this control is that you can not bind properties in model with specific properties of the TreeView item such as IsSelected or IsExpanded. Here is where you need to customize the existing tree view control to support data binding in tree items. public class CustomTreeView : TreeView { public CustomTreeView() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } }   public class CustomTreeViewItem : TreeViewItem { public CustomTreeViewItem() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } } You basically need to derive the TreeView and TreeViewItem controls to manually add a binding for the properties you need. In the example above, I am adding a binding for the “IsExpanded” and “IsSelected” properties in the items. The model for the tree items now needs to be extended to support those properties as well, public abstract class TreeItemModel : INotifyPropertyChanged { bool isExpanded = false; bool isSelected = false;   public abstract IEnumerable<TreeItemModel> Children { get; }   public bool IsExpanded { get { return isExpanded; } set { isExpanded = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsExpanded")); } }   public bool IsSelected { get { return isSelected; } set { isSelected = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsSelected")); } }   public event PropertyChangedEventHandler PropertyChanged; } However, as soon as you use this custom tree view control, you lose all the automatic styles from the built-in toolkit themes because they are tied to the control type (TreeView in this case).  The only ugly workaround I found so far for this problem is to copy the styles from the Toolkit source code and reuse them in the application.

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  • Adding an Admin user to an ASP.NET MVC 4 application using a single drop-in file

    - by Jon Galloway
    I'm working on an ASP.NET MVC 4 tutorial and wanted to set it up so just dropping a file in App_Start would create a user named "Owner" and assign them to the "Administrator" role (more explanation at the end if you're interested). There are reasons why this wouldn't fit into most application scenarios: It's not efficient, as it checks for (and creates, if necessary) the user every time the app starts up The username, password, and role name are hardcoded in the app (although they could be pulled from config) Automatically creating an administrative account in code (without user interaction) could lead to obvious security issues if the user isn't informed However, with some modifications it might be more broadly useful - e.g. creating a test user with limited privileges, ensuring a required account isn't accidentally deleted, or - as in my case - setting up an account for demonstration or tutorial purposes. Challenge #1: Running on startup without requiring the user to install or configure anything I wanted to see if this could be done just by having the user drop a file into the App_Start folder and go. No copying code into Global.asax.cs, no installing addition NuGet packages, etc. That may not be the best approach - perhaps a NuGet package with a dependency on WebActivator would be better - but I wanted to see if this was possible and see if it offered the best experience. Fortunately ASP.NET 4 and later provide a PreApplicationStartMethod attribute which allows you to register a method which will run when the application starts up. You drop this attribute in your application and give it two parameters: a method name and the type that contains it. I created a static class named PreApplicationTasks with a static method named, then dropped this attribute in it: [assembly: PreApplicationStartMethod(typeof(PreApplicationTasks), "Initializer")] That's it. One small gotcha: the namespace can be a problem with assembly attributes. I decided my class didn't need a namespace. Challenge #2: Only one PreApplicationStartMethod per assembly In .NET 4, the PreApplicationStartMethod is marked as AllMultiple=false, so you can only have one PreApplicationStartMethod per assembly. This was fixed in .NET 4.5, as noted by Jon Skeet, so you can have as many PreApplicationStartMethods as you want (allowing you to keep your users waiting for the application to start indefinitely!). The WebActivator NuGet package solves the multiple instance problem if you're in .NET 4 - it registers as a PreApplicationStartMethod, then calls any methods you've indicated using [assembly: WebActivator.PreApplicationStartMethod(type, method)]. David Ebbo blogged about that here:  Light up your NuGets with startup code and WebActivator. In my scenario (bootstrapping a beginner level tutorial) I decided not to worry about this and stick with PreApplicationStartMethod. Challenge #3: PreApplicationStartMethod kicks in before configuration has been read This is by design, as Phil explains. It allows you to make changes that need to happen very early in the pipeline, well before Application_Start. That's fine in some cases, but it caused me problems when trying to add users, since the Membership Provider configuration hadn't yet been read - I got an exception stating that "Default Membership Provider could not be found." The solution here is to run code that requires configuration in a PostApplicationStart method. But how to do that? Challenge #4: Getting PostApplicationStartMethod without requiring WebActivator The WebActivator NuGet package, among other things, provides a PostApplicationStartMethod attribute. That's generally how I'd recommend running code that needs to happen after Application_Start: [assembly: WebActivator.PostApplicationStartMethod(typeof(TestLibrary.MyStartupCode), "CallMeAfterAppStart")] This works well, but I wanted to see if this would be possible without WebActivator. Hmm. Well, wait a minute - WebActivator works in .NET 4, so clearly it's registering and calling PostApplicationStartup tasks somehow. Off to the source code! Sure enough, there's even a handy comment in ActivationManager.cs which shows where PostApplicationStartup tasks are being registered: public static void Run() { if (!_hasInited) { RunPreStartMethods(); // Register our module to handle any Post Start methods. But outside of ASP.NET, just run them now if (HostingEnvironment.IsHosted) { Microsoft.Web.Infrastructure.DynamicModuleHelper.DynamicModuleUtility.RegisterModule(typeof(StartMethodCallingModule)); } else { RunPostStartMethods(); } _hasInited = true; } } Excellent. Hey, that DynamicModuleUtility seems familiar... Sure enough, K. Scott Allen mentioned it on his blog last year. This is really slick - a PreApplicationStartMethod can register a new HttpModule in code. Modules are run right after application startup, so that's a perfect time to do any startup stuff that requires configuration to be read. As K. Scott says, it's this easy: using System; using System.Web; using Microsoft.Web.Infrastructure.DynamicModuleHelper; [assembly:PreApplicationStartMethod(typeof(MyAppStart), "Start")] public class CoolModule : IHttpModule { // implementation not important // imagine something cool here } public static class MyAppStart { public static void Start() { DynamicModuleUtility.RegisterModule(typeof(CoolModule)); } } Challenge #5: Cooperating with SimpleMembership The ASP.NET MVC Internet template includes SimpleMembership. SimpleMembership is a big improvement over traditional ASP.NET Membership. For one thing, rather than forcing a database schema, it can work with your database schema. In the MVC 4 Internet template case, it uses Entity Framework Code First to define the user model. SimpleMembership bootstrap includes a call to InitializeDatabaseConnection, and I want to play nice with that. There's a new [InitializeSimpleMembership] attribute on the AccountController, which calls \Filters\InitializeSimpleMembershipAttribute.cs::OnActionExecuting(). That comment in that method that says "Ensure ASP.NET Simple Membership is initialized only once per app start" which sounds like good advice. I figured the best thing would be to call that directly: new Mvc4SampleApplication.Filters.InitializeSimpleMembershipAttribute().OnActionExecuting(null); I'm not 100% happy with this - in fact, it's my least favorite part of this solution. There are two problems - first, directly calling a method on a filter, while legal, seems odd. Worse, though, the Filter lives in the application's namespace, which means that this code no longer works well as a generic drop-in. The simplest workaround would be to duplicate the relevant SimpleMembership initialization code into my startup code, but I'd rather not. I'm interested in your suggestions here. Challenge #6: Module Init methods are called more than once When debugging, I noticed (and remembered) that the Init method may be called more than once per page request - it's run once per instance in the app pool, and an individual page request can cause multiple resource requests to the server. While SimpleMembership does have internal checks to prevent duplicate user or role entries, I'd rather not cause or handle those exceptions. So here's the standard single-use lock in the Module's init method: void IHttpModule.Init(HttpApplication context) { lock (lockObject) { if (!initialized) { //Do stuff } initialized = true; } } Putting it all together With all of that out of the way, here's the code I came up with: using Mvc4SampleApplication.Filters; using System.Web; using System.Web.Security; using WebMatrix.WebData; [assembly: PreApplicationStartMethod(typeof(PreApplicationTasks), "Initializer")] public static class PreApplicationTasks { public static void Initializer() { Microsoft.Web.Infrastructure.DynamicModuleHelper.DynamicModuleUtility .RegisterModule(typeof(UserInitializationModule)); } } public class UserInitializationModule : IHttpModule { private static bool initialized; private static object lockObject = new object(); private const string _username = "Owner"; private const string _password = "p@ssword123"; private const string _role = "Administrator"; void IHttpModule.Init(HttpApplication context) { lock (lockObject) { if (!initialized) { new InitializeSimpleMembershipAttribute().OnActionExecuting(null); if (!WebSecurity.UserExists(_username)) WebSecurity.CreateUserAndAccount(_username, _password); if (!Roles.RoleExists(_role)) Roles.CreateRole(_role); if (!Roles.IsUserInRole(_username, _role)) Roles.AddUserToRole(_username, _role); } initialized = true; } } void IHttpModule.Dispose() { } } The Verdict: Is this a good thing? Maybe. I think you'll agree that the journey was undoubtedly worthwhile, as it took us through some of the finer points of hooking into application startup, integrating with membership, and understanding why the WebActivator NuGet package is so useful Will I use this in the tutorial? I'm leaning towards no - I think a NuGet package with a dependency on WebActivator might work better: It's a little more clear what's going on Installing a NuGet package might be a little less error prone than copying a file A novice user could uninstall the package when complete It's a good introduction to NuGet, which is a good thing for beginners to see This code either requires either duplicating a little code from that filter or modifying the file to use the namespace Honestly I'm undecided at this point, but I'm glad that I can weigh the options. If you're interested: Why are you doing this? I'm updating the MVC Music Store tutorial to ASP.NET MVC 4, taking advantage of a lot of new ASP.NET MVC 4 features and trying to simplify areas that are giving people trouble. One change that addresses both needs us using the new OAuth support for membership as much as possible - it's a great new feature from an application perspective, and we get a fair amount of beginners struggling with setting up membership on a variety of database and development setups, which is a distraction from the focus of the tutorial - learning ASP.NET MVC. Side note: Thanks to some great help from Rick Anderson, we had a draft of the tutorial that was looking pretty good earlier this summer, but there were enough changes in ASP.NET MVC 4 all the way up to RTM that there's still some work to be done. It's high priority and should be out very soon. The one issue I ran into with OAuth is that we still need an Administrative user who can edit the store's inventory. I thought about a number of solutions for that - making the first user to register the admin, or the first user to use the username "Administrator" is assigned to the Administrator role - but they both ended up requiring extra code; also, I worried that people would use that code without understanding it or thinking about whether it was a good fit.

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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  • Allowing Access to HttpContext in WCF REST Services

    - by Rick Strahl
    If you’re building WCF REST Services you may find that WCF’s OperationContext, which provides some amount of access to Http headers on inbound and outbound messages, is pretty limited in that it doesn’t provide access to everything and sometimes in a not so convenient manner. For example accessing query string parameters explicitly is pretty painful: [OperationContract] [WebGet] public string HelloWorld() { var properties = OperationContext.Current.IncomingMessageProperties; var property = properties[HttpRequestMessageProperty.Name] as HttpRequestMessageProperty; string queryString = property.QueryString; var name = StringUtils.GetUrlEncodedKey(queryString,"Name"); return "Hello World " + name; } And that doesn’t account for the logic in GetUrlEncodedKey to retrieve the querystring value. It’s a heck of a lot easier to just do this: [OperationContract] [WebGet] public string HelloWorld() { var name = HttpContext.Current.Request.QueryString["Name"] ?? string.Empty; return "Hello World " + name; } Ok, so if you follow the REST guidelines for WCF REST you shouldn’t have to rely on reading query string parameters manually but instead rely on routing logic, but you know what: WCF REST is a PITA anyway and anything to make things a little easier is welcome. To enable the second scenario there are a couple of steps that you have to take on your service implementation and the configuration file. Add aspNetCompatibiltyEnabled in web.config Fist you need to configure the hosting environment to support ASP.NET when running WCF Service requests. This ensures that the ASP.NET pipeline is fired up and configured for every incoming request. <system.serviceModel>     <serviceHostingEnvironment aspNetCompatibilityEnabled="true" multipleSiteBindingsEnabled="true" /> </system.serviceModel> Markup your Service Implementation with AspNetCompatibilityRequirements Attribute Next you have to mark up the Service Implementation – not the contract if you’re using a separate interface!!! – with the AspNetCompatibilityRequirements attribute: [ServiceContract(Namespace = "RateTestService")] [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] public class RestRateTestProxyService Typically you’ll want to use Allowed as the preferred option. The other options are NotAllowed and Required. Allowed will let the service run if the web.config attribute is not set. Required has to have it set. All these settings determine whether an ASP.NET host AppDomain is used for requests. Once Allowed or Required has been set on the implemented class you can make use of the ASP.NET HttpContext object. When I allow for ASP.NET compatibility in my WCF services I typically add a property that exposes the Context and Request objects a little more conveniently: public HttpContext Context { get { return HttpContext.Current; } } public HttpRequest Request { get { return HttpContext.Current.Request; } } While you can also access the Response object and write raw data to it and manipulate headers THAT is probably not such a good idea as both your code and WCF will end up writing into the output stream. However it might be useful in some situations where you need to take over output generation completely and return something completely custom. Remember though that WCF REST DOES actually support that as well with Stream responses that essentially allow you to return any kind of data to the client so using Response should really never be necessary. Should you or shouldn’t you? WCF purists will tell you never to muck with the platform specific features or the underlying protocol, and if you can avoid it you definitely should avoid it. Querystring management in particular can be handled largely with Url Routing, but there are exceptions of course. Try to use what WCF natively provides – if possible as it makes the code more portable. For example, if you do enable ASP.NET Compatibility you won’t be able to self host a WCF REST service. At the same time realize that especially in WCF REST there are number of big holes or access to some features are a royal pain and so it’s not unreasonable to access the HttpContext directly especially if it’s only for read-only access. Since everything in REST works of URLS and the HTTP protocol more control and easier access to HTTP features is a key requirement to building flexible services. It looks like vNext of the WCF REST stuff will feature many improvements along these lines with much deeper native HTTP support that is often so useful in REST applications along with much more extensibility that allows for customization of the inputs and outputs as data goes through the request pipeline. I’m looking forward to this stuff as WCF REST as it exists today still is a royal pain (in fact I’m struggling with a mysterious version conflict/crashing error on my machine that I have not been able to resolve – grrrr…).© Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  AJAX  WCF  

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  • Writing a "Hello World" Device Driver for kernel 2.6 using Eclipse

    - by Isaac
    Goal I am trying to write a simple device driver on Ubuntu. I want to do this using Eclipse (or a better IDE that is suitable for driver programming). Here is the code: #include <linux/module.h> static int __init hello_world( void ) { printk( "hello world!\n" ); return 0; } static void __exit goodbye_world( void ) { printk( "goodbye world!\n" ); } module_init( hello_world ); module_exit( goodbye_world ); My effort After some research, I decided to use Eclipse CTD for developing the driver (while I am still not sure if it supports multi-threading debugging tools). So I: Installed Ubuntu 11.04 desktop x86 on a VMWare virtual machine, Installed eclipse-cdt and linux-headers-2.6.38-8 using Synaptic Package Manager, Created a C Project named TestDriver1 and copy-pasted above code to it, Changed the default build command, make, to the following customized build command: make -C /lib/modules/2.6.38-8-generic/build M=/home/isaac/workspace/TestDriver1 The problem I get an error when I try to build this project using eclipse. Here is the log for the build: **** Build of configuration Debug for project TestDriver1 **** make -C /lib/modules/2.6.38-8-generic/build M=/home/isaac/workspace/TestDriver1 all make: Entering directory '/usr/src/linux-headers-2.6.38-8-generic' make: *** No rule to make target vmlinux', needed byall'. Stop. make: Leaving directory '/usr/src/linux-headers-2.6.38-8-generic' Interestingly, I get no error when I use shell instead of eclipse to build this project. To use shell, I just create a Makefile containing obj-m += TestDriver1.o and use the above make command to build. So, something must be wrong with the eclipse Makefile. Maybe it is looking for the vmlinux architecture (?) or something while current architecture is x86. Maybe it's because of VMWare? As I understood, eclipse creates the makefiles automatically and modifying it manually would cause errors in the future OR make managing makefile difficult. So, how can I compile this project on eclipse?

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  • What is this code?

    - by Aerovistae
    This is from the Evolution of a Programmer "joke", at the "Master Programmer" level. It seems to be C++, but I don't know what all this bloated extra stuff is, nor did any Google searches turn up anything except the joke I took it from. Can anyone tell me more about what I'm reading here? [ uuid(2573F8F4-CFEE-101A-9A9F-00AA00342820) ] library LHello { // bring in the master library importlib("actimp.tlb"); importlib("actexp.tlb"); // bring in my interfaces #include "pshlo.idl" [ uuid(2573F8F5-CFEE-101A-9A9F-00AA00342820) ] cotype THello { interface IHello; interface IPersistFile; }; }; [ exe, uuid(2573F890-CFEE-101A-9A9F-00AA00342820) ] module CHelloLib { // some code related header files importheader(<windows.h>); importheader(<ole2.h>); importheader(<except.hxx>); importheader("pshlo.h"); importheader("shlo.hxx"); importheader("mycls.hxx"); // needed typelibs importlib("actimp.tlb"); importlib("actexp.tlb"); importlib("thlo.tlb"); [ uuid(2573F891-CFEE-101A-9A9F-00AA00342820), aggregatable ] coclass CHello { cotype THello; }; }; #include "ipfix.hxx" extern HANDLE hEvent; class CHello : public CHelloBase { public: IPFIX(CLSID_CHello); CHello(IUnknown *pUnk); ~CHello(); HRESULT __stdcall PrintSz(LPWSTR pwszString); private: static int cObjRef; }; #include <windows.h> #include <ole2.h> #include <stdio.h> #include <stdlib.h> #include "thlo.h" #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" int CHello:cObjRef = 0; CHello::CHello(IUnknown *pUnk) : CHelloBase(pUnk) { cObjRef++; return; } HRESULT __stdcall CHello::PrintSz(LPWSTR pwszString) { printf("%ws\n", pwszString); return(ResultFromScode(S_OK)); } CHello::~CHello(void) { // when the object count goes to zero, stop the server cObjRef--; if( cObjRef == 0 ) PulseEvent(hEvent); return; } #include <windows.h> #include <ole2.h> #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" HANDLE hEvent; int _cdecl main( int argc, char * argv[] ) { ULONG ulRef; DWORD dwRegistration; CHelloCF *pCF = new CHelloCF(); hEvent = CreateEvent(NULL, FALSE, FALSE, NULL); // Initialize the OLE libraries CoInitiali, NULL); // Initialize the OLE libraries CoInitializeEx(NULL, COINIT_MULTITHREADED); CoRegisterClassObject(CLSID_CHello, pCF, CLSCTX_LOCAL_SERVER, REGCLS_MULTIPLEUSE, &dwRegistration); // wait on an event to stop WaitForSingleObject(hEvent, INFINITE); // revoke and release the class object CoRevokeClassObject(dwRegistration); ulRef = pCF->Release(); // Tell OLE we are going away. CoUninitialize(); return(0); } extern CLSID CLSID_CHello; extern UUID LIBID_CHelloLib; CLSID CLSID_CHello = { /* 2573F891-CFEE-101A-9A9F-00AA00342820 */ 0x2573F891, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; UUID LIBID_CHelloLib = { /* 2573F890-CFEE-101A-9A9F-00AA00342820 */ 0x2573F890, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; #include <windows.h> #include <ole2.h> #include <stdlib.h> #include <string.h> #include <stdio.h> #include "pshlo.h" #include "shlo.hxx" #include "clsid.h" int _cdecl main( int argc, char * argv[] ) { HRESULT hRslt; IHello *pHello; ULONG ulCnt; IMoniker * pmk; WCHAR wcsT[_MAX_PATH]; WCHAR wcsPath[2 * _MAX_PATH]; // get object path wcsPath[0] = '\0'; wcsT[0] = '\0'; if( argc > 1) { mbstowcs(wcsPath, argv[1], strlen(argv[1]) + 1); wcsupr(wcsPath); } else { fprintf(stderr, "Object path must be specified\n"); return(1); } // get print string if(argc > 2) mbstowcs(wcsT, argv[2], strlen(argv[2]) + 1); else wcscpy(wcsT, L"Hello World"); printf("Linking to object %ws\n", wcsPath); printf("Text String %ws\n", wcsT); // Initialize the OLE libraries hRslt = CoInitializeEx(NULL, COINIT_MULTITHREADED); if(SUCCEEDED(hRslt)) { hRslt = CreateFileMoniker(wcsPath, &pmk); if(SUCCEEDED(hRslt)) hRslt = BindMoniker(pmk, 0, IID_IHello, (void **)&pHello); if(SUCCEEDED(hRslt)) { // print a string out pHello->PrintSz(wcsT); Sleep(2000); ulCnt = pHello->Release(); } else printf("Failure to connect, status: %lx", hRslt); // Tell OLE we are going away. CoUninitialize(); } return(0); }

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  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Project Euler 15: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 15.  As always, any feedback is welcome. # Euler 15 # http://projecteuler.net/index.php?section=problems&id=15 # Starting in the top left corner of a 2x2 grid, there # are 6 routes (without backtracking) to the bottom right # corner. How many routes are their in a 20x20 grid? import time start = time.time() def factorial(n): if n == 0: return 1 else: return n * factorial(n-1) rows, cols = 20, 20 print factorial(rows+cols) / (factorial(rows) * factorial(cols)) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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