Search Results

Search found 19102 results on 765 pages for 'runtime library'.

Page 214/765 | < Previous Page | 210 211 212 213 214 215 216 217 218 219 220 221  | Next Page >

  • Azure &ndash; Part 5 &ndash; Repository Pattern for Table Service

    - by Shaun
    In my last post I created a very simple WCF service with the user registration functionality. I created an entity for the user data and a DataContext class which provides some methods for operating the entities such as add, delete, etc. And in the service method I utilized it to add a new entity into the table service. But I didn’t have any validation before registering which is not acceptable in a real project. So in this post I would firstly add some validation before perform the data creation code and show how to use the LINQ for the table service.   LINQ to Table Service Since the table service utilizes ADO.NET Data Service to expose the data and the managed library of ADO.NET Data Service supports LINQ we can use it to deal with the data of the table service. Let me explain with my current example: I would like to ensure that when register a new user the email address should be unique. So I need to check the account entities in the table service before add. If you remembered, in my last post I mentioned that there’s a method in the TableServiceContext class – CreateQuery, which will create a IQueryable instance from a given type of entity. So here I would create a method under my AccountDataContext class to return the IQueryable<Account> which named Load. 1: public class AccountDataContext : TableServiceContext 2: { 3: private CloudStorageAccount _storageAccount; 4:  5: public AccountDataContext(CloudStorageAccount storageAccount) 6: : base(storageAccount.TableEndpoint.AbsoluteUri, storageAccount.Credentials) 7: { 8: _storageAccount = storageAccount; 9:  10: var tableStorage = new CloudTableClient(_storageAccount.TableEndpoint.AbsoluteUri, 11: _storageAccount.Credentials); 12: tableStorage.CreateTableIfNotExist("Account"); 13: } 14:  15: public void Add(Account accountToAdd) 16: { 17: AddObject("Account", accountToAdd); 18: SaveChanges(); 19: } 20:  21: public IQueryable<Account> Load() 22: { 23: return CreateQuery<Account>("Account"); 24: } 25: } The method returns the IQueryable<Account> so that I can perform the LINQ operation on it. And back to my service class, I will use it to implement my validation. 1: public bool Register(string email, string password) 2: { 3: var storageAccount = CloudStorageAccount.FromConfigurationSetting("DataConnectionString"); 4: var accountToAdd = new Account(email, password) { DateCreated = DateTime.Now }; 5: var accountContext = new AccountDataContext(storageAccount); 6:  7: // validation 8: var accountNumber = accountContext.Load() 9: .Where(a => a.Email == accountToAdd.Email) 10: .Count(); 11: if (accountNumber > 0) 12: { 13: throw new ApplicationException(string.Format("Your account {0} had been used.", accountToAdd.Email)); 14: } 15:  16: // create entity 17: try 18: { 19: accountContext.Add(accountToAdd); 20: return true; 21: } 22: catch (Exception ex) 23: { 24: Trace.TraceInformation(ex.ToString()); 25: } 26: return false; 27: } I used the Load method to retrieve the IQueryable<Account> and use Where method to find the accounts those email address are the same as the one is being registered. If it has I through an exception back to the client side. Let’s run it and test from my simple client application. Oops! Looks like we encountered an unexpected exception. It said the “Count” is not support by the ADO.NET Data Service LINQ managed library. That is because the table storage managed library (aka. TableServiceContext) is based on the ADO.NET Data Service and it supports very limit LINQ operation. Although I didn’t find a full list or documentation about which LINQ methods it supports I could even refer a page on msdn here. It gives us a roughly summary of which query operation the ADO.NET Data Service managed library supports and which doesn't. As you see the Count method is not in the supported list. Not only the query operation, there inner lambda expression in the Where method are limited when using the ADO.NET Data Service managed library as well. For example if you added (a => !a.DateDeleted.HasValue) in the Where method to exclude those deleted account it will raised an exception said "Invalid Input". Based on my experience you should always use the simple comparison (such as ==, >, <=, etc.) on the simple members (such as string, integer, etc.) and do not use any shortcut methods (such as string.Compare, string.IsNullOrEmpty etc.). 1: // validation 2: var accountNumber = accountContext.Load() 3: .Where(a => a.Email == accountToAdd.Email) 4: .ToList() 5: .Count; 6: if (accountNumber > 0) 7: { 8: throw new ApplicationException(string.Format("Your account {0} had been used.", accountToAdd.Email)); 9: } We changed the a bit and try again. Since I had created an account with my mail address so this time it gave me an exception said that the email had been used, which is correct.   Repository Pattern for Table Service The AccountDataContext takes the responsibility to save and load the account entity but only for that specific entity. Is that possible to have a dynamic or generic DataContext class which can operate any kinds of entity in my system? Of course yes. Although there's no typical database in table service we can threat the entities as the records, similar with the data entities if we used OR Mapping. As we can use some patterns for ORM architecture here we should be able to adopt the one of them - Repository Pattern in this example. We know that the base class - TableServiceContext provide 4 methods for operating the table entities which are CreateQuery, AddObject, UpdateObject and DeleteObject. And we can create a relationship between the enmity class, the table container name and entity set name. So it's really simple to have a generic base class for any kinds of entities. Let's rename the AccountDataContext to DynamicDataContext and make the type of Account as a type parameter if it. 1: public class DynamicDataContext<T> : TableServiceContext where T : TableServiceEntity 2: { 3: private CloudStorageAccount _storageAccount; 4: private string _entitySetName; 5:  6: public DynamicDataContext(CloudStorageAccount storageAccount) 7: : base(storageAccount.TableEndpoint.AbsoluteUri, storageAccount.Credentials) 8: { 9: _storageAccount = storageAccount; 10: _entitySetName = typeof(T).Name; 11:  12: var tableStorage = new CloudTableClient(_storageAccount.TableEndpoint.AbsoluteUri, 13: _storageAccount.Credentials); 14: tableStorage.CreateTableIfNotExist(_entitySetName); 15: } 16:  17: public void Add(T entityToAdd) 18: { 19: AddObject(_entitySetName, entityToAdd); 20: SaveChanges(); 21: } 22:  23: public void Update(T entityToUpdate) 24: { 25: UpdateObject(entityToUpdate); 26: SaveChanges(); 27: } 28:  29: public void Delete(T entityToDelete) 30: { 31: DeleteObject(entityToDelete); 32: SaveChanges(); 33: } 34:  35: public IQueryable<T> Load() 36: { 37: return CreateQuery<T>(_entitySetName); 38: } 39: } I saved the name of the entity type when constructed for performance matter. The table name, entity set name would be the same as the name of the entity class. The Load method returned a generic IQueryable instance which supports the lazy load feature. Then in my service class I changed the AccountDataContext to DynamicDataContext and that's all. 1: var accountContext = new DynamicDataContext<Account>(storageAccount); Run it again and register another account. The DynamicDataContext now can be used for any entities. For example, I would like the account has a list of notes which contains 3 custom properties: Account Email, Title and Content. We create the note entity class. 1: public class Note : TableServiceEntity 2: { 3: public string AccountEmail { get; set; } 4: public string Title { get; set; } 5: public string Content { get; set; } 6: public DateTime DateCreated { get; set; } 7: public DateTime? DateDeleted { get; set; } 8:  9: public Note() 10: : base() 11: { 12: } 13:  14: public Note(string email) 15: : base(email, string.Format("{0}_{1}", email, Guid.NewGuid().ToString())) 16: { 17: AccountEmail = email; 18: } 19: } And no need to tweak the DynamicDataContext we can directly go to the service class to implement the logic. Notice here I utilized two DynamicDataContext instances with the different type parameters: Note and Account. 1: public class NoteService : INoteService 2: { 3: public void Create(string email, string title, string content) 4: { 5: var storageAccount = CloudStorageAccount.FromConfigurationSetting("DataConnectionString"); 6: var accountContext = new DynamicDataContext<Account>(storageAccount); 7: var noteContext = new DynamicDataContext<Note>(storageAccount); 8:  9: // validate - email must be existed 10: var accounts = accountContext.Load() 11: .Where(a => a.Email == email) 12: .ToList() 13: .Count; 14: if (accounts <= 0) 15: throw new ApplicationException(string.Format("The account {0} does not exsit in the system please register and try again.", email)); 16:  17: // save the note 18: var noteToAdd = new Note(email) { Title = title, Content = content, DateCreated = DateTime.Now }; 19: noteContext.Add(noteToAdd); 20: } 21: } And updated our client application to test the service. I didn't implement any list service to show all notes but we can have a look on the local SQL database if we ran it at local development fabric.   Summary In this post I explained a bit about the limited LINQ support for the table service. And then I demonstrated about how to use the repository pattern in the table service data access layer and make the DataContext dynamically. The DynamicDataContext I created in this post is just a prototype. In fact we should create the relevant interface to make it testable and for better structure we'd better separate the DataContext classes for each individual kind of entity. So it should have IDataContextBase<T>, DataContextBase<T> and for each entity we would have class AccountDataContext<Account> : IDataContextBase<Account>, DataContextBase<Account> { … } class NoteDataContext<Note> : IDataContextBase<Note>, DataContextBase<Note> { … }   Besides the structured data saving and loading, another common scenario would be saving and loading some binary data such as images, files. In my next post I will show how to use the Blob Service to store the bindery data - make the account be able to upload their logo in my example.   Hope this helps, Shaun   All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

    Read the article

  • CodePlex Daily Summary for Tuesday, August 05, 2014

    CodePlex Daily Summary for Tuesday, August 05, 2014Popular ReleasesGMare: GMare Beta 1.3: Fixed: Sprites not being read inLib.Web.Mvc & Yet another developer blog: Lib.Web.Mvc 6.4.2: Lib.Web.Mvc is a library which contains some helper classes for ASP.NET MVC such as strongly typed jqGrid helper, XSL transformation HtmlHelper/ActionResult, FileResult with range request support, custom attributes and more. Release contains: Lib.Web.Mvc.dll with xml documentation file Standalone documentation in chm file and change log Library source code Sample application for strongly typed jqGrid helper is available here. Sample application for XSL transformation HtmlHelper/ActionRe...Virto Commerce Enterprise Open Source eCommerce Platform (asp.net mvc): Virto Commerce 1.11: Virto Commerce Community Edition version 1.11. To install the SDK package, please refer to SDK getting started documentation To configure source code package, please refer to Source code getting started documentation This release includes many bug fixes and minor improvements. More details about this release can be found on our blog at http://blog.virtocommerce.com.Json.NET: Json.NET 6.0 Release 4: New feature - Added Merge to LINQ to JSON New feature - Added JValue.CreateNull and JValue.CreateUndefined New feature - Added Windows Phone 8.1 support to .NET 4.0 portable assembly New feature - Added OverrideCreator to JsonObjectContract New feature - Added support for overriding the creation of interfaces and abstract types New feature - Added support for reading UUID BSON binary values as a Guid New feature - Added MetadataPropertyHandling.Ignore New feature - Improv...Aitso-a platform for spatial optimization and based on artificial immune systems: Aitso_0.14.08.01: Aitso0.14.08.01Installer.zipVidCoder: 1.5.24 Beta: Added NL-Means denoiser. Updated HandBrake core to SVN 6254. Added extra error handling to DVD player code to avoid a crash when the player was moved.EasyMR: v1.0: 1 ????????? 2 ????????? 3 ??????? ????????????????????,???????????????,???????????PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.1.5: *Added Send-Keys function to send a sequence of keys to an application window (Thanks to mmashwani) *Added 3 optimization/stability improvements to Execute-Process following MS best practice (Thanks to mmashwani) *Fixed issue where Execute-MSI did not use value from XML file for uninstall but instead ran all uninstalls silently by default *Fixed error on 1641 exit code (should be a success like 3010) *Fixed issue with error handling in Invoke-SCCMTask *Fixed issue with deferral dates where th...Facebook Graph Toolkit: Facebook Graph Toolkit 5.0.493: updated to Graph Api v2.0 updated class definitions according to latest documentation fixed a potential memory leak causing socket exhaustion LINQ to FQL simplified usage performance improvement added missing constructorsCrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.4: Added French, Italian, German, Russian and Spanish translation. Added DeveloperMessage field so developers can send value of variables or other details they want along with crash report. Fixed bug where subject of crash report email was affected by translation. Fixed bug where extension is not added in SaveFileDialog while saving crash report.AutoUpdater.NET : Auto update library for VB.NET and C# Developer: AutoUpdater.NET 1.3: Fixed problem in DownloadUpdateDialog where download continues even if you close the dialog. Added support for new url field for 64 bit application setup. AutoUpdater.NET will decide which download url to use by looking at the value of IntPtr.Size. Added German translation provided by Rene Kannegiesser. Now developer can handle update logic herself using event suggested by ricorx7. Added italian translation provided by Gianluca Mariani. Fixed bug that prevents Application from exiti...Windows Embedded Board Support Package for BeagleBone: WEC2013 Beaglebone Black 03.02.00: Demo image. Runs on BeagleBone White and Black. On BeagleBone Black works with uSD or eMMC based images. XAML support added. SDK and demo tests included. New SDK refresh (uninstall old version first) IoT M2MQTT client built in. Built and maintained in the U.S.A.!Essence#: Philemon-3 (Alpha Build 19): The Philemon-3 release corrects a problem with the script of the NSIS installation program generator used to build the installer for the previous release. That issue could have been addressed by simply fixing the script and then regenerating the installation program, but a) it was judged to be less work to create a new release based on the current development code, and b) a new release does a better job of communicating the fact that the installation program for the previous release is broken...SEToolbox: SEToolbox 01.041.012 Release 1: Added voxel material textures to read in with mods. Fixed missing texture replacements for mods. Fixed rounding issue in raytrace code. Fixed repair issue with corrupt checkpoint file. Fixed issue with updated SE binaries 01.041.012 using new container configuration.Continuous Affect Rating and Media Annotation: CARMA v6.02: Compiled as v6.02 for MCR 8.3 (2014a) 32-bit Windows version Ratings will now only be saved for full seconds (e.g., a 90.2s video will now yield 90 ratings instead of 91 ratings). This should be more transparent to users and ensure consistency in the number of ratings output by different computers. Separated the XLS and XLSX output formats in the save file drop-down box. This should be more transparent to users than having to add the appropriate extension.Magick.NET: Magick.NET 6.8.9.601: Magick.NET linked with ImageMagick 6.8.9.6 Breaking changes: - Changed arguments for the Map method of MagickImage. - QuantizeSettings uses Riemersma by default.Wallpapr: Wallpapr 1.7: Fixed the "Prohibited" message (Flickr upgraded their API to SSL-only).DbEntry.Net (Leafing Framework): DbEntry.Net 4.2: DbEntry.Net is a lightweight Object Relational Mapping (ORM) database access compnent for .Net 4.0+. It has clearly and easily programing interface for ORM and sql directly, and supoorted Access, Sql Server, MySql, SQLite, Firebird, PostgreSQL and Oracle. It also provide a Ruby On Rails style MVC framework. Asp.Net DataSource and a simple IoC. DbEntry.Net.v4.2.Setup.zip include the setup package. DbEntry.Net.v4.2.Src.zip include source files and unit tests. DbEntry.Net.v4.2.Samples.zip ...Azure Storage Explorer: Azure Storage Explorer 6 Preview 1: Welcome to Azure Storage Explorer 6 Preview 1 This is the first release of the latest Azure Storage Explorer, code-named Phoenix. What's New?Here are some important things to know about version 6: Open Source Now being run as a full open source project. Full source code on CodePlex. Collaboration encouraged! Updated Code Base Brand-new code base (WPF/C#/.NET 4.5) Visual Studio 2013 solution (previously VS2010) Uses the Task Parallel Library (TPL) for asynchronous background operat...Wsus Package Publisher: release v1.3.1407.29: Updated WPP to recognize the very latest console version. Some files was missing into the latest release of WPP which lead to crash when trying to make a custom update. Add a workaround to avoid clipboard modification when double-clicking on a label when creating a custom update. Add the ability to publish detectoids. (This feature is still in a BETA phase. Packages relying on these detectoids to determine which computers need to be updated, may apply to all computers).New ProjectsAPS - Folha de Pagamento: Folha de PagamentoCIS470 Metrics Tracking: A data driven application designed to display various project progress metrics and reports based off of data. CIS470 Metrics Tracking DeVry Capstone project.Excel Converter: A great tools to convert MS excel to PDF and vice verse. We plan support both Window and Web version.FreightSoft: A Web Based Shipping and Freight Management SystemGoogle .Net API: Dot Net warp for Google API Services. API Demo, documentation, simple useful tools. Welcome to join us make more google API works on Dot Net World. Google Driver downloader: A free tool to bulk download file from google driver to local box.Omniprogram: OmniprogramOnline OCR: A free to OCR via google APIOnline Resume Parsing Using Aspose.Words for .NET: Online Resume Parsing Using Aspose.Words for .NET. PDF Text Searcher: This application searches for a word from the PDF file name inside the PDF itself.PEIN Framework: A collection of day to day required libraries.Public Components: Public Components, by Danny VarodRole Based View for Microsoft Dynamic CRM 2011 & 2013: Allow admin to configure entity's view based on role.scmactivitytfs: Test project to play with Team Foundation Server.Selfpub.CrmSolution: Tram-pam-pamWindGE: WindGE????DirectX11??????3D???????,????????????????????,???WPF???????。yao's project: a project for personal study

    Read the article

  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

    Read the article

  • Could someone break this nasty habit of mine please?

    - by MimiEAM
    I recently graduated in cs and was mostly unsatisfied since I realized that I received only a basic theoretical approach in a wide range of subjects (which is what college is supposed to do but still...) . Anyway I took the habit of spending a lot of time looking for implementations of concepts and upon finding those I will used them as guides to writing my own implementation of those concepts just for fun. But now I feel like the only way I can fully understand a new concept is by trying to implement from scratch no matter how unoptimized the result may be. Anyway this behavior lead me to choose by default the hard way, that is time consuming instead of using a nicely written library until I hit my head again a huge wall and then try to find a library that works for my purpose.... Does anyone else do that and why? It seems so weird why would anyone (including me) do that ? Is it a bad practice ? and if so how can i stop doing that ?

    Read the article

  • How to organise projects with dependencies on BitBucket?

    - by Timwi
    Both Mercurial and BitBucket make one fundamental assumption: 1 repo = 1 project. If I have a project that has a dependency (a library) which is shared by many projects, this assumption gets in the way. Now it is no longer possible to have a separate BitBucket page for each project while still being able to commit atomic revisions to multiple projects. If I put all the projects into one repo, they all become one “project” on BitBucket. If I put them in separate repos, it is no longer possible to know which version of the library project was in use at revision X of a dependent project. How is this situation normally solved on BitBucket, or is there explicitly no support for this common scenario?

    Read the article

  • problem on static link to libsmbclient.a

    - by Rex
    I've tried to develop a library using libsmbclient-dev to access net share folders. I wish to static link libsmbclient.a in my project , but a lot of error happens when I tried to static link it, it seems that the libsmbclient.a doesn't include some objects it needed , while everything goes well with libsmbclient.so. Because my project need to support various linux versions like centOS , Ubuntu ..., we wish not to install libsmbclient-dev everywhere. Can anybody tell me that if I can static link this libsmbclient.a in an easy way ? Or what kind of installation strategy should I take to cause less trouble to users? If anyone have use this library to develop projects before , can you tell me how you deal with this case? Thank you very much!!!

    Read the article

  • Share Mulitple Classes as one dll or a lib with Mulitple Projects

    - by JNL
    Currently I have some shared class files(.cpp and .h) which I include them in around 20 Projects. Currently I have to include them in all of the projects. So if I get some business requirments and I change some of the shared(.cpp or .h) files I have to include them in all the 20 Projects which is kind of tedious. Is there a way where I can create a shared dll or library and include it all of my Projects. So if I have to change it, I just have to change it once and then just Add Reference to include that dll or library which contains all the shared(.cpp, .h) files. Any help/recommendations regarding the same, will be highly appreciated. I am using VS2012 for VC++.

    Read the article

  • Alsa version numbers not consistent

    - by user69245
    I've recently moved from 10.04 to 12.04 and have problems with crackles on audio when the screen changes (especially obvious in a Skype conversation with video). !!Kernel Information !!------------------ Kernel release: 3.2.0-26-generic-pae Operating System: GNU/Linux Architecture: i686 Processor: i686 SMP Enabled: Yes !!ALSA Version !!------------ Driver version: 1.0.24 Library version: 1.0.25 Utilities version: 1.0.25 Running through the SoundTroubleShooting procedures I got the above details at Step 3. Is the mismatch between the Driver version (1.0.24) and the Library and Utilities versions (1.0.25) the cause of my problem, or should I be looking elsewhere? In answers to the question "Will ALSA 1.0.25 version have time to enter 12.04?" I read that 1.0.25 would be part of the new kernel, but my kernel version appears to be newer than the original release.

    Read the article

  • how do I set quad buffering with jogl 2.0

    - by tony danza
    I'm trying to create a 3d renderer for stereo vision with quad buffering with Processing/Java. The hardware I'm using is ready for this so that's not the problem. I had a stereo.jar library in jogl 1.0 working for Processing 1.5, but now I have to use Processing 2.0 and jogl 2.0 therefore I have to adapt the library. Some things are changed in the source code of Jogl and Processing and I'm having a hard time trying to figure out how to tell Processing I want to use quad buffering. Here's the previous code: public class Theatre extends PGraphicsOpenGL{ protected void allocate() { if (context == null) { // If OpenGL 2X or 4X smoothing is enabled, setup caps object for them GLCapabilities capabilities = new GLCapabilities(); // Starting in release 0158, OpenGL smoothing is always enabled if (!hints[DISABLE_OPENGL_2X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(2); } else if (hints[ENABLE_OPENGL_4X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); } capabilities.setStereo(true); // get a rendering surface and a context for this canvas GLDrawableFactory factory = GLDrawableFactory.getFactory(); drawable = factory.getGLDrawable(parent, capabilities, null); context = drawable.createContext(null); // need to get proper opengl context since will be needed below gl = context.getGL(); // Flag defaults to be reset on the next trip into beginDraw(). settingsInited = false; } else { // The following three lines are a fix for Bug #1176 // http://dev.processing.org/bugs/show_bug.cgi?id=1176 context.destroy(); context = drawable.createContext(null); gl = context.getGL(); reapplySettings(); } } } This was the renderer of the old library. In order to use it, I needed to do size(100, 100, "stereo.Theatre"). Now I'm trying to do the stereo directly in my Processing sketch. Here's what I'm trying: PGraphicsOpenGL pg = ((PGraphicsOpenGL)g); pgl = pg.beginPGL(); gl = pgl.gl; glu = pg.pgl.glu; gl2 = pgl.gl.getGL2(); GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); capabilities.setStereo(true); GLDrawableFactory factory = GLDrawableFactory.getFactory(profile); If I go on, I should do something like this: drawable = factory.getGLDrawable(parent, capabilities, null); but drawable isn't a field anymore and I can't find a way to do it. How do I set quad buffering? If I try this: gl2.glDrawBuffer(GL.GL_BACK_RIGHT); it obviously doesn't work :/ Thanks.

    Read the article

  • Draggable & Resizable Editors

    - by Geertjan
    Thanks to a cool tip from Steven Yi (here in the comments to a blog entry), I was able to make a totally pointless but fun set of draggable and resizable editors: What you see above are two JEditorPanes within JPanels. The JPanels are within ComponentWidgets provided by the NetBeans Visual Library, which is also where the special border comes from. The ComponentWidgets are within a Visual Library Scene, which is within a JScrollPane in a TopComponent. Each editor has this, which means the NetBeans Java Editor is bound to the JEditorPane: jEditorPane1.setContentType("text/x-java"); EditorKit kit = CloneableEditorSupport.getEditorKit("text/x-java"); jEditorPane1.setEditorKit(kit); jEditorPane1.getDocument().putProperty("mimeType", "text/x-java"); A similar thing is done in the other JEditorPane, i.e., it is bound to the XML Editor. While the XML Editor also has code completion, in addition to syntax coloring, as can be seen above, this is not the case for the JEditorPane bound to the Java Editor, since the JEditorPane doesn't have a Java classpath, which is needed for Java code completion to work.

    Read the article

  • Is there a point to writing in C or C++ instead of C# without knowing specifically what would make a program faster?

    - by user828584
    I wrote a small library in Python for handling the xbox 360's STFS files to be used on my web applications. I would like to rewrite it for use in the many desktop programs people are writing for 360 game modding, but I'm not quite if I should continue using C# or delve into C++ or even C. STFS is an in-file file system used by the xbox 360 and the job of the library would be extracting/injecting files, which could take noticeable amounts of time to do. What I know in C# comes from internet tutorials and resources, as would anything I learn about C++, so what I'm asking is if it's better to bring myself to a slightly lower-level language without knowing beforehand the features of the language that increase performance, or continue assuming that compiler optimizations and that my lack of experience will mean that the language I choose won't matter.

    Read the article

  • How to make the switch to C++11?

    - by Overv
    I've been programming in C++ for a while now, but mostly thinks centered around the low-level features of C++. By that I mean mostly working with pointers and raw arrays. I think this behavior is known as using C++ as C with classes despite me only having tried C recently for the first time. I was pleasantly surprised how languages like C# and Java hide these details away in convenient standard library classes like Dictionaries and Lists. I'm aware that the C++ standard library has many convenience containers like vectors, maps and strings as well and C++11 only adds to this by having std:: array and ranged loops. How do I best learn to make use of these modern language features and which are suitable for which moments? Is it correct that software engineering in C++ nowadays I'd mostly free of manual memory management? Lastly, which compiler should I use to make the most of the new standard? Visual Studio has excellent debugging tools, but even VS2012 seems to have terrible C++11 support.

    Read the article

  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

    Read the article

  • Services or Shared Libraries?

    - by Royal
    I work in an environment where we have several different web applications, where each of them have different features but still need to do similar things: authentication, read from common data sources, store common data, etc. Is it better to build the shared functionality into a set of services, to be called by the web apps, or is it better to make a shared library, which the webapps include? The services or libraries would need to access various databases, and it seems like keeping that access in a single place (service) is a good idea. It would also reduce the number of database connections needed. A service would also keep the logic in a single place, but then it could be argued that a shared library can do the same thing. Are there other benefits to be gained from using services over shared libraries?

    Read the article

  • Using the @ in SQL Azure Connections

    - by BuckWoody
    The other day I was working with a client on an application they were changing to a hybrid architecture – some data on-premise and other data in SQL Azure and Windows Azure Blob storage. I had them make a couple of corrections - the first was that all communications to SQL Azure need to be encrypted. It’s a simple addition to the connection string, depending on the library you use. Which brought up another interesting point. They had been using something that looked like this, using the .NET provider: Server=tcp:[serverName].database.windows.net;Database=myDataBase; User ID=LoginName;Password=myPassword; Trusted_Connection=False;Encrypt=True; This includes most of the formatting needed for SQL Azure. It specifies TCP as the transport mechanism, the database name is included, Trusted_Connection is off, and encryption is on. But it needed one more change: Server=tcp:[serverName].database.windows.net;Database=myDataBase; User ID=[LoginName]@[serverName];Password=myPassword; Trusted_Connection=False;Encrypt=True; Notice the difference? It’s the User ID parameter. It includes the @ symbol and the name of the server – not the whole DNS name, just the server name itself. The developers were a bit surprised, since it had been working with the first format that just used the user name. Why did both work, and why is one better than the other? It has to do with the connection library you use. For most libraries, the user name is enough. But for some libraries (subject to change so I don’t list them here) the server name parameter isn’t sent in the way the load balancer understands, so you need to include the server name right in the login, so the system can parse it correctly. Keep in mind, the string limit for that is 128 characters – so take the @ symbol and the server name into consideration for user names. The user connection info is detailed here: http://msdn.microsoft.com/en-us/library/ee336268.aspx Upshot? Include the @servername on your connection string just to be safe. And plan for that extra space…  

    Read the article

  • If I release a program under GPL, do I have to continue to do so?

    - by Kos
    Consider this scenario: I am developing a program FooSuite that uses a GPL-licenced library QuuxTools I release the program FooSuite 1.0 under GPL Later on I discover that, for some reason, I need to licence the program to someone on different terms. Hence: I remove the dependency on GPL via QuuxTools, by either... rewriting the program not to use this library any longer obtaining a different licence for QuuxTools (if it's dual-licenced; see PyQt) I release FooSuite 1.1 under a non-GPL licence. However, FooSuite 1.1 is still a derivative work from FooSuite 1.0. I understand that it's not legal for a stranger to do what I did, but am I myself - as the owner of FooSuite - free from this restriction?

    Read the article

  • PNG file loading error in ImageMagick

    - by khanhhh89
    I'm trying to understand the tutorial 16 at http://ogldev.atspace.co.uk, which requires the image processing library ImageMagick. But when I run the tutorial, I encountered an following error: freeglut: failed to change scree settings Error loading textures 'test.png': no decode delegates for this image format 'C:/../appdata/magick-6024a_cIJcw90t-j'@error/constitute.c/ReadImage/552 I searched for google and found that my ImageMagick library do not have PNG Delegaes, but when I checked for the information of ImageMagick, it sees PNG in its delegate lists. Command line: convert -configure Result: LIB_VERSION 0x687 DELEGATES: bzlib, freetype, jpeg, jp2, lcms, png, tiff, x11, xml, wmf, zlib Could you explain to me this error, thanks so much!

    Read the article

  • Extending Expression Blend 4 &amp; Blend for Visual Studio 2012

    - by Chris Skardon
    Just getting this off the bat, I presume this will also work for Blend 5, but I can’t confirm it… Anyhews, I imagine you’re here because you want to know how to create an addin for Blend, so let’s jump right in there! First, and foremost, we’re going to need to ensure our development environment has the right setup, so the checklist: Visual Studio 2012 Blend for Visual Studio 2012 OK, let’s create a new project (class library, .NET 4.5): Hello.Extension The ‘.Extension’ bit is very very important. The addin will not work unless it is named in this way. You can put whatever you want at the front, but it has to have the extension bit. OK, so now we have a solution with one project. To this project we need to add references to the following things: Microsoft.Expression.Extensibility (from c:\program files\Microsoft Visual Studio 11.0\Blend\   -- x86 folder if you are on an x64 windows install) Microsoft.Expression.Framework (same location as above) PresentationCore PresentationFramework WindowsBase System.ComponentModel.Composition Got them? ACE. Let’s now add a project to contain our control, so, create a new WPF Application project, cunningly named something like ‘Hello.Control’… (I’m creating a WPF application here, because I’m too lazy to dig up the correct references, and this will add all the ones I need ) Once that is created, delete the App.xaml and MainWindow.xaml files, we won’t be needing them. You will also need to change the properties of the project itself, so it is only a class library. Once that is done, let’s add a new UserControl, which will be this: <UserControl x:Class="Hello.Control.HelloControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="300"> <Grid> <TextBlock Text="HELLO!!!"/> </Grid> </UserControl> Impressive eh? Now, let’s reference the WPF project from the Extension library. All that’s left now is to code up our extension… So, add a class to the Extension project (name wise doesn’t matter), and make it implement the IPackage interface from the Microsoft.Expression.Extensibility library: public class HelloExtension : IPackage { /**/ } We’ll implement the two methods we need to: public class HelloExtension : IPackage { public void Load(IServices services) { } public void Unload() { } } We’re only really concerned about the Load method in this case, as let’s face it, the extension we have doesn’t need to do a lot to bog off. The interesting thing about the Load method is that it receives an IServices instance. This allows us to get access to all the services that Expression provides, in this case we’re interested in one in particular, the ‘IWindowService’ So, let’s get that bad boy… private IWindowService _windowService; public void Load(IServices services) { _windowService = services.GetService<IWindowService>(); } Nailed it… But why? The WindowService allows us to register our UserControl with Blend, which in turn allows people to activate and see it, which is a big plus point. So, let’s do that… We’ll create an ‘Initialize’ method to create our new control, and add it to the WindowService: private HelloControl _helloControl; public void Initialize() { _helloControl = new HelloControl(); if (_windowService.PaletteRegistry["HelloPanel"] == null) _windowService.RegisterPalette("HelloPanel", _helloControl, "Hello Window"); } First we check that we’re not already registered, and if we’re not we register, the first argument is the identifier used by the service to, well, identify your extension. The second argument is the actual control, the third argument is the name that people will see in the ‘Windows’ menu of Blend itself (so important note here – don’t put anything embarrassing or (need I say it?) sweary…) There are only two things to do now - Call ‘Initialize()’ from our Load method, and Export the class This is easy money – add [Export(typeof(IPackage))] to the top of our class… The full code will (should) look like this: [Export(typeof (IPackage))] public class HelloExtension : IPackage { private HelloControl _helloControl; private IWindowService _windowService; public void Load(IServices services) { _windowService = services.GetService<IWindowService>(); Initialize(); } public void Unload() { } public void Initialize() { _helloControl = new HelloControl(); if (_windowService.PaletteRegistry["HelloControl"] == null) _windowService.RegisterPalette("HelloControl", _helloControl, "Hello Window"); } } If you build this and copy it to your ‘Extensions’ folder in Blend (c:\program files\microsoft visual studio 11.0\blend\) and start Blend, you should see ‘Hello Window’ listed in the Window menu: That as they say is it!

    Read the article

  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

    Read the article

  • Consistency vs. Usability?

    - by dsimcha
    When designing an API, consistency often aids usability. However, sometimes they conflict where an extra API feature can be added to streamline a common case. It seems like there's somewhat of a divide over what to do here. Some designs (the Java standard library come to mind) favor consistency even if it makes common cases more verbose. Others (the Python standard library comes to mind) favor usability even if it means treating the common case as "special" to make it easier. What is your opinion on how consistency and usability should be balanced?

    Read the article

  • How we call an RPC that not only calls external functions but also updates data structures?

    - by Kabumbus
    I have a simple C++ RPC that lets you have remote class instances that support live members (data structures) update as well as method calls. For example I had a class declared like this (pseudocode): class Sum{ public: RPC_FIELD(int lastSum); RPC_METHOD(int summ(int a, int b)) { lastSum = a + b; return lastSum; } }; On machine A I had its instance. On machines B and C I had created its instances and connected them to machine A. So now they actually do all processing on machine A but machines B, C get lastSum class field updates automatically (and can subscribe to update event). How to call (Nice Name) such a functionality when we have binding over network done automatically by RPC library? How RPC library creator can announce such feature?

    Read the article

< Previous Page | 210 211 212 213 214 215 216 217 218 219 220 221  | Next Page >