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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • Q&amp;A: Will my favourite ORM Foo work with SQL Azure?

    - by Eric Nelson
    short answer: Quite probably, as SQL Azure is very similar to SQL Server longer answer: Object Relational Mappers (ORMs) that work with SQL Server are likely but not guaranteed to work with SQL Azure. The differences between the RDBMS versions are small – but may cause problems, for example in tools used to create the mapping between objects and tables or in generated SQL from the ORM which expects “certain things” :-) More specifically: ADO.NET Entity Framework / LINQ to Entities can be used with SQL Azure, but the Visual Studio designer does not currently work. You will need to point the designer at a version of your database running of SQL Server to create the mapping, then change the connection details to run against SQL Azure. LINQ to SQL has similar issues to ADO.NET Entity Framework above NHibernate can be used against SQL Azure DevExpress XPO supports SQL Azure from version 9.3 DataObjects.Net supports SQL Azure Open Access from Telerik works “seamlessly”  - their words not mine :-) The list above is by no means comprehensive – please leave a comment with details of other ORMs that work (or do not work) with SQL Azure. Related Links: General guidelines and limitations of SQL Azure SQL Azure vs SQL Server

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  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

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  • What do you do when your naming convention clashes with your language?

    - by Jon Purdy
    Okay, this is one of those little things that always bugged me. I typically don't abbreviate identifiers, and the only time I use a short identifier (e.g., i) is for a tight loop. So it irritates me when I'm working in C++ and I have a variable that needs to be named operator or class and I have to work around it or use an abbreviation, because it ends up sticking out. Caveat: this may happen to me disproportionately often because I work a lot in programming language design, where domain objects may mirror concepts in the host language and inadvertently cause clashes. How would you deal with this? Abbreviate? (op) Misspell? (klass) Something else? (operator_)

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  • Should I just always Convert.ToInt32 my integers to account for potential nullable integers?

    - by Rowan Freeman
    If my MSSQL database contains a data type that is NULL (i.e. null is allowed) then ORMs, such as EntityFramework in my case, create .NET objects that are nullable. This is great, and the way I use nullables is like this: C# int? someInt = 5; int newInt = someInt.Value; // woot VB.NET Dim someInt As Integer? Dim newInt As Integer = someInt.Value ' hooray However, recently I had to make a change to the database to make an Id field no longer NULL (nullable). This means that .Value is now broken. This is a nuisance if the Id property is used a lot. One solution that I thought of is to just use Convert.ToInt32 on Id fields so it doesn't matter if an int is nullable or not. C# int newInt = Convert.ToInt32(someInt); // always compiles VB.NET Dim newInt As Integer = Convert.ToInt32(someInt) ' always compiles Is this a bad approach and are there any alternatives?

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  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

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  • Breaking up a large PHP object used to abstract the database. Best practices?

    - by John Kershaw
    Two years ago it was thought a single object with functions such as $database->get_user_from_id($ID) would be a good idea. The functions return objects (not arrays), and the front-end code never worries about the database. This was great, until we started growing the database. There's now 30+ tables, and around 150 functions in the database object. It's getting impractical and unmanageable and I'm going to be breaking it up. What is a good solution to this problem? The project is large, so there's a limit to the extent I can change things. My current plan is to extend the current object for each table, then have the database object contain these. So, the above example would turn into (assume "user" is a table) $database->user->get_user_from_id($ID). Instead of one large file, we would have a file for every table.

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  • Which game logic should run when doing prediction for PNP state updates

    - by spaceOwl
    We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) clients is processed as such: Figure out when the message was sent. Create a diff between NOW and that time. Run game specific logic to bring the received state to "current" time. I am wondering which sort of logic should execute as part of step #3 ? Our game is composed of a physical update (position, speed, acceleration, etc) and many other components that can update an object's state and occur regularly (locally). There's a trade off here - Getting the new state quickly or remaining "faithful" to the true state representation and executing the whole thing to predict the "true" state when receiving state updates from remote clients. Which one is recommended to be used? and why?

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  • Oracle Communications Calendar Server: Upgrading to Version 7 Update 3

    - by joesciallo
    It's been some time since I have posted an entry. Now, with the release of Oracle Communications Calendar Server 7 Update 3, it seems high time to jump start this blog again. To begin with, check out what's new in this release: Authenticating Against an External Directory Booking Window for Calendars Changes to the davadmin Command Enable and Disable Account Autocreation LDAP Pools New Configuration Parameters New Languages New populate-davuniqueid Utility New Schema Objects Non-active Calendar Accounts Are No Longer Searched or Fetched Remote Document Store Authentication The upgrade is a bit more complicated than normal, as you must first apply some new schema elements to your Directory Server(s). To do so, you need to get the comm_dssetup 6.4 patch, patch the comm_dssetup script, and then run the patched comm_dssetup against your Directory Server(s) instances. In addition, if you are using the nsUniqueId attribute as your deployment's unique identifier, you'll want to change that to the new davUniqueId attribute. Consult the Upgrade Procedure for details, as well as DaBrain's blog, before forging ahead with this upgrade. Additional quick links: Problems Fixed in This Release Known Issues Calendar Server Unique Identifier Changes to the davadmin command Get the Calendar Server patch Get the comm_dssetup patch

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  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • Recordings Available - Features & Functions Forms Module

    - by MHundal
    ETPM provides robust Forms functionality that allows implementations to configure Registration & Tax Forms, configure Form Rules and process the Forms.  The Forms Definition allows for defining the Form Sections and Form Lines.  The Forms Generator uses the Forms Definition details to create the necessary Business Objects, Application Security and User Interfaces to allow interaction with the Forms.  Form Rules are used for validation of the Form Line details and creating entities in the system (creating taxpayers, accounts, financial transactions, etc...). The following recordings provide an overview of the Forms Definition Process, Form Rules and other important concepts part of the Forms Module. Forms Module Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66851417&rKey=7de22df4978e7974 Forms Configuration Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66964342&rKey=ea564cfd701bb32d Form Rules Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66966652&rKey=2e02c1e28e058d70  

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  • What are the basic skills a BEGINNING JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified Beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the Beginner Javascript skills that you would need to have to advance to the Intermediate Training? And so on.

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  • Parallel.For Inconsistency results

    - by ni Gue ???
    I am using VB.net to write a parallel based code. I use Parallel.For to generate pairs of 500 objects or in combination C(500,2) such as the following code; but I found that it didn't always generate all combinations which should be 124750 (shown from variable Counter). No other thread was runing when this code was run. I am using a Win-7 32 Bit desktop with Intel Core i5 CPU [email protected], 3.33 GHz and RAM 2GB. What's wrong with the code and how to solve this problem? Thank You. Dim Counter As Integer = 0 Parallel.For(0, 499, Sub(i) For j As Integer = i + 1 To 499 Counter += 1 Console.Write(i & ":" & j) Next End Sub) Console.Writeline("Iteration number: " & Counter)

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

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  • Making an efficient collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody shed some light on this topic?

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  • Data Source Security Part 5

    - by Steve Felts
    If you read through the first four parts of this series on data source security, you should be an expert on this focus area.  There is one more small topic to cover related to WebLogic Resource permissions.  After that comes the test, I mean example, to see with a real set of configuration parameters what the results are with some concrete values. WebLogic Resource Permissions All of the discussion so far has been about database credentials that are (eventually) used on the database side.  WLS has resource credentials to control what WLS users are allowed to access JDBC resources.  These can be defined on the Policies tab on the Security tab associated with the data source.  There are four permissions: “reserve” (get a new connection), “admin”, “shrink”, and reset (plus the all-inclusive “ALL”); we will focus on “reserve” here because we are talking about getting connections.  By default, JDBC resource permissions are completely open – anyone can do anything.  As soon as you add one policy for a permission, then all other users are restricted.  For example, if I add a policy so that “weblogic” can reserve a connection, then all other users will fail to reserve connections unless they are also explicitly added.  The validation is done for WLS user credentials only, not database user credentials.  Configuration of resources in general is described at “Create policies for resource instances” http://docs.oracle.com/cd/E24329_01/apirefs.1211/e24401/taskhelp/security/CreatePoliciesForResourceInstances.html.  This feature can be very useful to restrict what code and users can get to your database. There are the three use cases: API Use database credentials User for permission checking getConnection() True or false Current WLS user getConnection(user,password) False User/password from API getConnection(user,password) True Current WLS user If a simple getConnection() is used or database credentials are enabled, the current user that is authenticated to the WLS system is checked. If database credentials are not enabled, then the user and password on the API are used. Example The following is an actual example of the interactions between identity-based-connection-pooling-enabled, oracle-proxy-session, and use-database-credentials. On the database side, the following objects are configured.- Database users scott; jdbcqa; jdbcqa3- Permission for proxy: alter user jdbcqa3 grant connect through jdbcqa;- Permission for proxy: alter user jdbcqa grant connect through jdbcqa; The following WebLogic Data Source objects are configured.- Users weblogic, wluser- Credential mapping “weblogic” to “scott”- Credential mapping "wluser" to "jdbcqa3"- Data source descriptor configured with user “jdbcqa”- All tests are run with Set Client ID set to true (more about that below).- All tests are run with oracle-proxy-session set to false (more about that below). The test program:- Runs in servlet- Authenticates to WLS as user “weblogic” Use DB Credentials Identity based getConnection(scott,***) getConnection(weblogic,***) getConnection(jdbcqa3,***) getConnection()  true  true Identity scottClient weblogicProxy null weblogic fails - not a db user User jdbcqa3Client weblogicProxy null Default user jdbcqaClient weblogicProxy null  false  true scott fails - not a WLS user User scottClient scottProxy null jdbcqa3 fails - not a WLS user User scottClient scottProxy null  true  false Proxy for scott fails weblogic fails - not a db user User jdbcqa3Client weblogicProxy jdbcqa Default user jdbcqaClient weblogicProxy null  false  false scott fails - not a WLS user Default user jdbcqaClient scottProxy null jdbcqa3 fails - not a WLS user Default user jdbcqaClient scottProxy null If Set Client ID is set to false, all cases would have Client set to null. If this was not an Oracle thin driver, the one case with the non-null Proxy in the above table would throw an exception because proxy session is only supported, implicitly or explicitly, with the Oracle thin driver. When oracle-proxy-session is set to true, the only cases that will pass (with a proxy of "jdbcqa") are the following.1. Setting use-database-credentials to true and doing getConnection(jdbcqa3,…) or getConnection().2. Setting use-database-credentials to false and doing getConnection(wluser, …) or getConnection(). Summary There are many options to choose from for data source security.  Considerations include the number and volatility of WLS and Database users, the granularity of data access, the depth of the security identity (property on the connection or a real user), performance, coordination of various components in the software stack, and driver capabilities.  Now that you have the big picture (remember that table in part 1), you can make a more informed choice.

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  • Ask the Readers: The Two-Step Login Verification Process – Security Boost or Just Another Hassle?

    - by Asian Angel
    Google recently introduced a new optional two-step login verification process for Google accounts to help increase account security. What we would like to know this week is if you think this will really help improve account security, should be implemented by others in addition to Google, or would simply add a new layer of hassle to using your accounts Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Entity Framework 4.0 POCO Classes and Data Services

    If you've flipped on the POCO (Plain Ol' CLR Objects) code generation T4 templates for Entity Framework to enable testing or just 'cuz you like the code better, you might find that you lack the ability to expose that same model via Data Services as OData (Open Data). If you surf to the feed, you'll likely see something like this: The XML page cannot be displayed Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Mapping Object Relationships - QuickStart with NHibernate (Part 3)

    - by BobPalmer
    For this third tutorial, we'll be introducing users new to NHibernat to basic object relationships, starting with a simple many-to-one relationship.  I decided that it would make sense to at least get the readers through some basic relationship mapping (including varieties of parent/child and many to many relationships) before diverging into UI, since most folks are looking for enough to bootstrap themsevles into using NHibernate, and this almost always means some kind of relation between their objects. You can find a link to the article at: http://docs.google.com/Doc?docid=0AUP-rKyyUMKhZGczejdxeHZfMjJmM3c3M3Bnbg&hl=en As always, comments, corrections, and suggestions are appreciated! -Bob

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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