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  • Log Blog

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved Logging – A log blog In a another blog (Missing Fields and Defaults) I spoke about not doing a blog about log files, but then I looked at it again and realized that this is a nice opportunity to show a simple yet powerful tool and also deal with static variables and functions in C#. My log had to be able to answer a few simple logging rules:   To log or not to log? That is the question – Always log! That is the answer  Do we share a log? Even when a file is opened with a minimal lock, it does not share well and performance greatly suffers. So sharing a log is not a good idea. Also, when sharing, it is harder to find your particular entries and you have to establish rules about retention. My recommendation – Do Not Share!  How verbose? Your log can be very verbose – a good thing when testing, very terse – a good thing in day-to-day runs, or somewhere in between. You must be the judge. In my Blog, I elect to always report a run with start and end times, and always report errors. I normally use 5 levels of logging: 4 – write all, 3 – write more, 2 – write some, 1 – write errors and timing, 0 – write none. The code sample below is more general than that. It uses the config file to set the max log level and each call to the log assigns a level to the call itself. If the level is above the .config highest level, the line will not be written. Programmers decide which log belongs to which level and thus we can set the .config differently for production and testing.  Where do I keep the log? If your career is important to you, discuss this with the boss and with the system admin. We keep logs in the L: drive of our server and make sure that we have a directory for each app that needs a log. When adding a new app, add a new directory. The default location for the log is also found in the .config file Print One or Many? There are two options here:   1.     Print many, Open but once once – you start the stream and close it only when the program ends. This is what you can do when you perform in “batch” mode like in a console app or a stsadm extension.The advantage to this is that starting a closing a stream is expensive and time consuming and because we use a unique file, keeping it open for a long time does not cause contention problems. 2.     Print one entry at a time or Open many – every time you write a line, you start the stream, write to it and close it. This work for event receivers, feature receivers, and web parts. Here scalability requires us to create objects on the fly and get rid of them as soon as possible.  A default value of the onceOrMany resides in the .config.  All of the above applies to any windows or web application, not just SharePoint.  So as usual, here is a routine that does it all, and a few simple functions that call it for a variety of purposes.   So without further ado, here is app.config  <?xml version="1.0" encoding="utf-8" ?> <configuration>     <configSections>         <sectionGroup name="applicationSettings" type="System.Configuration.ApplicationSettingsGroup, System, Version=2.0.0.0, Culture=neutral, ublicKeyToken=b77a5c561934e089" >         <section name="statics.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false" />         </sectionGroup>     </configSections>     <applicationSettings>         <statics.Properties.Settings>             <setting name="oneOrMany" serializeAs="String">                 <value>False</value>             </setting>             <setting name="logURI" serializeAs="String">                 <value>C:\staticLog.txt</value>             </setting>             <setting name="highestLevel" serializeAs="String">                 <value>2</value>             </setting>         </statics.Properties.Settings>     </applicationSettings> </configuration>   And now the code:  In order to persist the variables between calls and also to be able to persist (or not to persist) the log file itself, I created an EventLog class with static variables and functions. Static functions do not need an instance of the class in order to work. If you ever wondered why our Main function is static, the answer is that something needs to run before instantiation so that other objects may be instantiated, and this is what the “static” Main does. The various logging functions and variables are created as static because they do not need instantiation and as a fringe benefit they remain un-destroyed between calls. The Main function here is just used for testing. Note that it does not instantiate anything, just uses the log functions. This is possible because the functions are static. Also note that the function calls are of the form: Class.Function.  using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; namespace statics {       class Program     {         static void Main(string[] args)         {             //write a single line             EventLog.LogEvents("ha ha", 3, "C:\\hahafile.txt", 4, true, false);             //this single line will not be written because the msgLevel is too high             EventLog.LogEvents("baba", 3, "C:\\babafile.txt", 2, true, false);             //The next 4 lines will be written in succession - no closing             EventLog.LogLine("blah blah", 1);             EventLog.LogLine("da da", 1);             EventLog.LogLine("ma ma", 1);             EventLog.LogLine("lah lah", 1);             EventLog.CloseLog(); // log will close             //now with specific functions             EventLog.LogSingleLine("one line", 1);             //this is just a test, the log is already closed             EventLog.CloseLog();         }     }     public class EventLog     {         public static string logURI = Properties.Settings.Default.logURI;         public static bool isOneLine = Properties.Settings.Default.oneOrMany;         public static bool isOpen = false;         public static int highestLevel = Properties.Settings.Default.highestLevel;         public static StreamWriter sw;         /// <summary>         /// the program will "print" the msg into the log         /// unless msgLevel is > msgLimit         /// onceOrMany is true when once - the program will open the log         /// print the msg and close the log. False when many the program will         /// keep the log open until close = true         /// normally all the arguments will come from the app.config         /// called by many overloads of logLine         /// </summary>         /// <param name="msg"></param>         /// <param name="msgLevel"></param>         /// <param name="logFileName"></param>         /// <param name="msgLimit"></param>         /// <param name="onceOrMany"></param>         /// <param name="close"></param>         public static void LogEvents(string msg, int msgLevel, string logFileName, int msgLimit, bool oneOrMany, bool close)         {             //to print or not to print             if (msgLevel <= msgLimit)             {                 //open the file. from the argument (logFileName) or from the config (logURI)                 if (!isOpen)                 {                     string logFile = logFileName;                     if (logFileName == "")                     {                         logFile = logURI;                     }                     sw = new StreamWriter(logFile, true);                     sw.WriteLine("Started At: " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"));                     isOpen = true;                 }                 //print                 sw.WriteLine(msg);             }             //close when instructed             if (close || oneOrMany)             {                 if (isOpen)                 {                     sw.WriteLine("Ended At: " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"));                     sw.Close();                     isOpen = false;                 }             }         }           /// <summary>         /// The simplest, just msg and level         /// </summary>         /// <param name="msg"></param>         /// <param name="msgLevel"></param>         public static void LogLine(string msg, int msgLevel)         {             //use the given msg and msgLevel and all others are defaults             LogEvents(msg, msgLevel, "", highestLevel, isOneLine, false);         }                 /// <summary>         /// one line at a time - open print close         /// </summary>         /// <param name="msg"></param>         /// <param name="msgLevel"></param>         public static void LogSingleLine(string msg, int msgLevel)         {             LogEvents(msg, msgLevel, "", highestLevel, true, true);         }           /// <summary>         /// used to close. high level, low limit, once and close are set         /// </summary>         /// <param name="close"></param>         public static void CloseLog()         {             LogEvents("", 15, "", 1, true, true);         }           }     }   }   That’s all folks!

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  • Activate Your Monitor via Motion Trigger

    - by ETC
    Most people are in the habit of jiggling their mouse or tapping their keyboard when they want to wake their monitor. This clever electronics hack adds a sensor to your computer for motion-based monitor activation. At the DIY and electronics blog Radio Etcetera they tackled an interesting project and shared the build guide. Their local volunteer fire department needed a monitor on for quick information checks but they didn’t need it on all the time and they didn’t want to have to walk over and activate the monitor when they needed it. The solution involved hacking a simple infrared security sensor and wiring it via USB to send a mouse command when motion is detected in the room. Fire fighter walks in, monitor turns on and displays information; fire fighter leaves and the monitor goes back to sleep. Hit up the link below to see additional photos, schematics, and the complete build guide. Motion Activated PC Monitor [Radio Etcetera via Hack A Day] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) 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 Lucky Kid Gets Playable Angry Birds Cake [Video] See the Lord of the Rings Epic from the Perspective of Mordor [eBook] Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic]

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  • Pythonic use of the isinstance function?

    - by Pace
    Whenever I find myself wanting to use the isinstance() function I usually know that I'm doing something wrong and end up changing my ways. However, in this case I think I have a valid use for it. I will use shapes to illustrate my point although I am not actually working with shapes. I am parsing XML configuration files that look like the following: <square> <width>7</width> </square> <rectangle> <width>5</width> <height>7</height> </rectangle> <circle> <radius>4</radius> </circle> For each element I create an instance of the Shape class and build up a list of Shape objects in a class called the ShapeContainer. Different parts of the rest of my application need to refer to the ShapeContainer to get certain shapes. Depending on what the code is doing it might need just rectangles, or it might operate on all quadrangles, or it might operate on all shapes. I have created the following function in the ShapeContainer class (the actual function uses a list comprehension but I have expanded it here for readability): def locate(self, shapeClass): result = [] for shape in self.__shapes: if isinstance(shape,shapeClass): result.append(shape) return result Is this a valid use of the isinstance function? Is there another way I can do this which might be more pythonic?

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  • Does the use of mongodb enhance extending/changing database driven applications?

    - by developer10214
    When an application is created which need to store data, an SQL database is used very often. So did I in a lot of asp.net applications. The resulting applications have often an ORM like the entity framework and maybe a business layer. So when such an application needs to be extended(let's say you have to add a comment property to an object), you have to change/extend the database, then the ORM and the business layer and so on. To deploy the changes you have to update the target database and the application. I know that things like code first and fluent can make this approach easier. I tried mongodb, I only used the standard driver and I had to extend some objects and all I had to do was changing the code. So it feels that such approaches are much easier to realize when using mongodb. I don't have much experience with larger applications an mongodb. I know that a SQL database or mongodb doesn't fit for all needs and both have their pros and cons. I want to know if my feeling is right, if yes I would choose rather choose mongodb than SQL database.

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  • Any Practical Alternative to the Signals + Slots model for GUI Programming?

    - by IntermediateHacker
    The majority of GUI Toolkits nowadays use the Signals + Slots model. It was Qt and GTK+, if I am not wrong, who pioneered it. You know, the widgets or graphical objects (sometimes even ones that aren't displayed) send signals to the main-loop handler. The main-loop handler then calls the events, callbacks or slots assigned for that widget / graphical object. There are usually default (and in most cases virtual) event-handlers already provided by the toolkit for handling all pre-defined signals, therefore, unlike previous designs where the developer had to write the entire main-loop and handler for each and every message himself (think WINAPI), the developer only has to worry about the signals he needs to implement new functionality on. Now this design is being used in most modern toolkits as far as I know. There are Qt, GTK+, FLTK etc. There is Java Swing. C# even has a language feature for it ( events and delegates ), and Windows Forms has been developed on this design. In fact, over the last decade, this design for GUI programming has become a kind of an unwritten standard. Since it increases productivity and provides greater abstraction. However, my question is: Is there any alternative design, that is parallel or practical for modern GUI programming? i.e Is the Signals + Slots design, the only practical one in town? Is it feasible to do GUI Programming with any other design? Are any modern (preferably successful and popular) GUI toolkits built on an alternative design?

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • responsibility for storage

    - by Stefano Borini
    A colleague and I were brainstorming about where to put the responsibility of an object to store itself on the disk in our own file format. There are basically two choices: object.store(file) fileformatWriter.store(object) The first one gives the responsibility of serialization on the disk to the object itself. This is similar to the approach used by python pickle. The second groups the representation responsibility on a file format writer object. The data object is just a plain data container (eventually with additional methods not relevant for storage). We agreed on the second methodology, because it centralizes the writing logic from generic data. We also have cases of objects implementing complex logic that need to store info while the logic is in progress. For these cases, the fileformatwriter object can be passed and used as a delegate, calling storage operations on it. With the first pattern, the complex logic object would instead accept the raw file, and implement the writing logic itself. The first method, however, has the advantage that the object knows how to write and read itself from any file containing it, which may also be convenient. I would like to hear your opinion before starting a rather complex refactoring.

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  • Client-side code and UPK

    - by [email protected]
    There is a long running discussion in UPK Development regarding the use of any client side code as part of the end-user playback. By this I mean anything which requires an install including ActiveX controls, browser helper objects, stand-alone applications, things that run in the task bar, etc. We all have grown to love zero-footprint applications over the past ten years, but there are some things which are not technically feasible using HTML alone. One example of this is the functionality provided by our SmartHelp in-application support component. This allows the user to launch context sensitive help without making modifications to the target application. (If you are unfamiliar with SmartHelp, more information can be found in the "In-Application Support Guide" in the UPK manual directory) We always try to implement everything we can using only HTML but there are many features which have been requested over the years that would require some client-side code in order to work. When these come up for discussion, there is always a spirited debate about the acceptability of a client side solution. I thought it would be interesting to ask for feedback from a wider audience. What do you think about client-side components? Would your organization consider them? Do you already deploy SmartHelp? Is there a large hurdle to clear for these to be worth the deployment costs? Let us know. Mark Overton, VP Development for UPK

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  • Why, in WPF, do we set an object to Stretch via its Alignment properties instead of Width/Height?

    - by Jonathan Hobbs
    In WPF's XAML, we can tell an element to fill its container like this: <Button HorizontalAlignment="Stretch" VerticalAlignment="Stretch" /> Why is it that when we set an element to Stretch, we do it via the HorizontalAlignment and VerticalAlignment properties? Why did the WPF design team decide to take this approach over having Width="Stretch" and Height="Stretch"? I presume it was a calculated decision, and I'm curious about the reasoning. CSS, among other technologies, follows the convention that stretching is done via the width and height properties, and that alignment affects positioning exclusively. This seems intuitive enough: stretching the element is manipulating its width and height, after all! Using the corresponding alignment property to stretch an element seems counter-intuitive and unusual in comparison. This makes me think they didn't just pick this option for no reason: they made a calculated decision and had reasons behind it. Width and Height use the double data type, which would ordinarily mean assigning it a string would be silly. However, WPF's Window objects can take Width="Auto", which gets treated as double.NaN. Couldn't Width="Stretch" be stored as double.PositiveInfinity or some other value?

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  • Top Fusion Apps User Experience Guidelines & Patterns That Every Apps Developer Should Know About

    - by ultan o'broin
    We've announced the availability of the Oracle Fusion Applications user experience design patterns. Developers can get going on these using the Design Filter Tool (or DeFT) to select the best pattern for their context of use. As you drill into the patterns you will discover more guidelines from the Applications User Experience team and some from the Rich Client User Interface team too that are also leveraged in Fusion Apps. All are based on the Oracle Application Development Framework components. To accelerate your Fusion apps development and tailoring, here's some inside insight into the really important patterns and guidelines that every apps developer needs to know about. They start at a broad Fusion Apps information architecture level and then become more granular at the page and task level. Information Architecture: These guidelines explain how the UI of an Oracle Fusion application is constructed. This enables you to understand where the changes that you want to make fit into the oveall application's information architecture. Begin with the UI Shell and Navigation guidelines, and then move onto page-level design using the Work Areas and Dashboards guidelines. UI Shell Guideline Navigation Guideline Introduction to Work Areas Guideline Dashboards Guideline Page Content: These patterns and guidelines cover the most common interactions used to complete tasks productively, beginning with the core interactions common across all pages, and then moving onto task-specific ones. Core Across All Pages Icons Guideline Page Actions Guideline Save Model Guideline Messages Pattern Set Embedded Help Pattern Set Task Dependent Add Existing Object Pattern Set Browse Pattern Set Create Pattern Set Detail on Demand Pattern Set Editing Objects Pattern Set Guided Processes Pattern Set Hierarchies Pattern Set Information Entry Forms Pattern Set Record Navigation Pattern Set Transactional Search and Results Pattern Group Now, armed with all this great insider information, get developing some great-looking, highly usable apps! Let me know in the comments how things go!

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  • Hotspotting - tying Visualization into Other applications

    - by warren.baird
    AutoVue 20 included our first step towards providing a rich hotspotting capability that will allow visualization capabilities to be very tightly integrated into a wide range of applications. The idea is to have a close link between the visual representation of an object or place, and the business objects associated with that object or place. We've been working with our partner Enigma to enable this capability in their parts catalogue - the screenshot above shows what it looks like - the image on the right is a trimmed down version of AutoVue displaying a drawing of the various parts in an interactive way - when you click on item '6' in the AutoVue drawing, the appropriate item is highlighted in the parts catalogue - making it easy to select the parts you need, and to ensure that the correct parts are selected. The integration works in both directions - when you select a part in the part catalogue, the appropriate part is highlighted in the drawing as well. To get slightly technical for a moment, this is a simple javascript integration - the external application provides a javascript callback that AutoVue calls whenever an item is clicked on, and AutoVue provides a javascript function to call when an item is selected in the external application. There are also direct java APIs available. This makes it easy to tie AutoVue into many types of applications - you can imagine in an asset lifecycle management application being able to click on the appropriate asset in a drawing to create a work-order, instead of finding the right asset ID to enter. Or being able to click on a part or sub-assembly to trigger a change order in a product lifecycle management application. We're pretty excited about the possibilities that this capability opens up, and plan on expanding on it a lot in the future. Would this be useful in your enterprise applications? What kinds of integrations like this would be useful for you? Let us know in the comments below!

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  • How to analyze a scenario where a bug didn't get caught and adjust development workflow to prevent similar errors

    - by durron597
    I had a bug that was really difficult to track down, because all the unit tests were green, but the production application didn't work properly. Here's what happened: I had a filter class that set my application to ignore data that was not in some specified time windows. The unit test, which seemed thorough to me, turned green. Additionally, my integration tests also produced results as expected. Production, however, did not work. As a result of the first two bullets, this problem was very difficult to find. It turned out the problem was that my test dates were using my time zone (America/Chicago) but the production data was providing dates in UTC, which I did not realize, and the logic for the filter wasn't correct for UTC dates. (I was using joda time DateTime objects). Where did my workflow break down? Did I fail to produce a spec that specified that the logic needed to handle dates in any time zone? Did I fail to thoroughly consider all cases at the unit test level? Did I fail to insure the integration test was sufficiently similar to production? Other? What changes can I make to my workflow to better prevent this sort of mistake in the future? How can I more effectively debug a problem when there is an issue in production but not in testing?

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • Little mysterious RowMatch

    - by kishore.kondepudi(at)oracle.com
    Incidentally this was the first piece of code i ever wrote in ADF.The requirement was we have tax rates which are read from a table.And there can be different type of tax rates called certificates or exceptions based on the rate_type column in the tax rates table.The simplest design i chose was to create an EO on the tax rates table and create two VO's called CertificateVO and ExceptionVO based on the same EO.So far so good.I wrote all the business logic in the EO and completed the model project.The CertificateVO has the query as select * from tax_rates TaxRateEO where rate_type='CERTIFICATE' and similary the ExceptionVO is also built.The UI is pretty simple and it has two tabs called Certificates and Exceptions and each table has a button to create a tax rate.The certificate tab is driven by CertificateVO and exception tab is driven by ExceptionVO.The CertificateVO has default value of rate_type set to 'CERTIFICATE' and ExceptionVO has default value of rate_type to 'EXCEPTION' to default values for new records.So far so good.But on running the UI i noticed a strange thing,When i create a new row in Certificate i see the same row in Exception too and vice-versa.i.e; what ever row i create in one VO it also appears in the second one although it shouldn't be.I couldn't understand the reason for behavior even though an explicit where clause is present.Digging through documentation i found that ADF doesnt apply the where clause to new rows instead it applies something called as RowMatch to them.RowMatch in simple terms is a where condition applied to the VO rows at runtime.Since we had both VO's based on the same EO we have the same entity cache.The filter factor for new rows to be shown in VO at runtime is actually RowMatch than the where clause defined in the VO.The default RowMatch is empty as a result any new row appears in both the VO's since its from same entity cache.The solution to this problem is to use polymorphic view objects which can do the row filter based on configuration or override the getRowMatch() method in the VOImpl and pass the custom where filter instead of default RowMatch.Eg:@Overridepublic RowMatch getRowMatch(){    return new RowMatch("rate_type='CERTIFICATE'");}similarly for ExceptionVO too.With proper RowMatch in place new rows will route themselves to appropriate VO.PS: The behavior(Same row pushed to both VO's from entity cache) is also called as ViewLink Consistency.Try it out!

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  • Class Design for special business rules

    - by Samuel Front
    I'm developing an application that allows people to place custom manufacturing orders. However, while most require similar paperwork, some of them have custom paperwork that only they require. My current class design has a Manufacturer class, of which of one of the member variables is an array of RequiredSubmission objects. However, there are two issues that I am somewhat concerned about. First, some manufacturers are willing to accept either a standard form or their own custom form. I'm thinking of storing this in the RequiredSubmission object, with an array of alternate forms that are a valid substitute. I'm not sure that this is ideal, however. The major issue, however, is that some manufacturers have deadline cycles. For example, forms A, B and C have to be delivered by January 1, while payment must be rendered by January 10. If you miss those, you'll have to wait until the next cycle. I'm not exactly sure how I can get this to work with my existing classes—how can I say "this set of dates all belong to the same cycle, with date A for form A, date B for form B, etc." I would greatly appreciate any insights on how to best design these classes.

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  • CodePlex Daily Summary for Friday, August 10, 2012

    CodePlex Daily Summary for Friday, August 10, 2012Popular ReleasesMugen Injection: Mugen Injection 2.6: Fixed incorrect work with children when creating the MugenInjector. Added the ability to use the IActivator after create object using MethodBinding or CustomBinding. Added new fluent syntax for MethodBinding and CustomBinding. Added new features for working with the ModuleManagerComponent. Fixed some bugs.Windows Uninstaller: Windows Uninstaller v1.0: Delete Windows once You click on it. Your Anti Virus may think It is Virus because it delete Windows. Prepare a installation disc of any operating system before uninstall. ---Steps--- 1. Prepare a installation disc of any operating system. 2. Backup your files if needed. (Optional) 3. Run winuninstall.bat . 4. Your Computer will shut down, When Your Computer is shutting down, it is uninstalling Windows. 5. Re-Open your computer and quickly insert the installation disc and install the new ope...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.1.2 (Win 8 RP) - Source: WinRT XAML Toolkit based on the Release Preview SDK. For compiled version use NuGet. From View/Other Windows/Package Manager Console enter: PM> Install-Package winrtxamltoolkit http://nuget.org/packages/winrtxamltoolkit Features Controls Converters Extensions IO helpers VisualTree helpers AsyncUI helpers New since 1.0.2 WatermarkTextBox control ImageButton control updates ImageToggleButton control WriteableBitmap extensions - darken, grayscale Fade in/out method and prope...WebDAV Test Application: v1.0.0.0: First releaseHTTP Server API Configuration: HttpSysManager 1.0: *Set Url ACL *Bind https endpoint to certificateFluentData -Micro ORM with a fluent API that makes it simple to query a database: FluentData version 2.3.0.0: - Added support for SQLite, PostgreSQL and IBM DB2. - Added new method, QueryDataTable which returns the query result as a datatable. - Fixed some issues. - Some refactoring. - Select builder with support for paging and improved support for auto mapping.jQuery Mobile C# ASP.NET: jquerymobile-18428.zip: Full source with AppHarbor, AppHarbor SQL, SQL Express, Windows Azure & SQL Azure hosting.eel Browser: eel 1.0.2 beta: Bug fixesJSON C# Class Generator: JSON CSharp Class Generator 1.3: Support for native JSON.net serializer/deserializer (POCO) New classes layout option: nested classes Better handling of secondary classesProgrammerTimer: ProgrammerTimer: app stays hidden in tray and periodically pops up (a small form in the bottom left corner) to notify that you need to rest while also displaying the time remaining to rest, once the resting time elapses it hides back to tray while app is hidden in tray you can double click it and it will pop up showing you working time remaining, double click again on the tray and it will hide clicking on the popup will hide it hovering the tray icon will show the state working/resting and time remainin...Axiom 3D Rendering Engine: v0.8.3376.12322: Changes Since v0.8.3102.12095 ===================================================================== Updated ndoc3 binaries to fix bug Added uninstall.ps1 to nuspec packages fixed revision component in version numbering Fixed sln referencing VS 11 Updated OpenTK Assemblies Added CultureInvarient to numeric parsing Added First Visual Studio 2010 Project Template (DirectX9) Updated SharpInputSystem Assemblies Backported fix for OpenGL Auto-created window not responding to input Fixed freeInterna...Captcha MVC: Captcha Mvc 2.1.1: v 2.1.1: Fixed problem with serialization. Minor changes. v 2.1: Added support for storing captcha in the session or cookie. See the updated example. Updated example. Minor changes. v 2.0.1: Added support for a partial captcha. Now you can easily customize the layout, see the updated example. Updated example. Minor changes. v 2.0: Completely rewritten the whole code. Now you can easily change or extend the current implementation of the captcha.(In the examples show how to add a...DotSpatial: DotSpatial 1.3: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...BugNET Issue Tracker: BugNET 1.0: This release brings performance enhancements, improvements and bug fixes throughout the application. Various parts of the UI have been made consistent with the rest of the application and custom queries have been improved to better handle custom fields. Spanish and Dutch languages were also added in this release. Special thanks to wrhighfield for his many contributions to this release! Upgrade Notes Please see this thread regarding changes to the web.config and files in this release. htt...Iveely Search Engine: Iveely Search Engine (0.1.0): ?????????,???????????。 This is a basic version, So you do not think it is a good Search Engine of this version, but one day it is. only basic on text search. ????: How to use: 1. ?????????IveelySE.Spider.exe ??,????????????,?????????(?????,???????,??????????????。) Find the file which named IveelySE.Spider.exe, and input you link string like "http://www.cnblogs.com",and enter. 2 . ???????,???????IveelySE.Index.exe ????,????。?????。 When the spider finish working,you can run anther file na...Video Frame Explorer: Beta 3: Fix small bugsJson.NET: Json.NET 4.5 Release 8: New feature - Serialize and deserialize multidimensional arrays New feature - Members on dynamic objects with JsonProperty/DataMember will now be included in serialized JSON New feature - LINQ to JSON load methods will read past preceding comments when loading JSON New feature - Improved error handling to return incomplete values upon reaching the end of JSON content Change - Improved performance and memory usage when serializing Unicode characters Change - The serializer now create...????: ????2.0.4: 1、??????????,?????、????、???????????。 2、???????????。RiP-Ripper & PG-Ripper: RiP-Ripper 2.9.32: changes NEW: Added Support for "ImgBox.com" links CHANGES: Switched Installer to InnoSetupjHtmlArea - WYSIWYG HTML Editor for jQuery: 0.7.5: Fixed "html" method Fixed jQuery UI Dialog ExampleNew ProjectsAuthorized Action Link Extension for ASP.NET MVC: ASP.NET HtmlHelper extension to only display links (or other text) if user is authorized for target controller action.AutoShutdown.NET: Automatically Shutdown, Hibernate, Lock, Standby or Logoff your computer with an full featured, easy to use applicationAvian Mortality Detection Entry Application: This application is written for Trimble Yuma rugged computers on Wind Farms. It allows the field staff to create and upload detentions of avian fatalities.China Coordinate: As all know, China's electronic map has specified offset. The goal of this project is to fix or correct the offset, and should as easy to use as possible.cnFederal: This project is supposed to show implementing several third party API:s using ASP.NET Web forms.ControlAccessUser: sadfsafadsDeskopeia: Experimental Deskopeia Project, not yet finisheddfect: Defect/Issue Tracking line of business application.Express Workflow: Express WorkflowGavin.Shop: A b2c Of mvc3+entityframework HTTP Server API Configuration: Friendly user interface substitute for netsh http. Configure http.sys easily.labalno: Films and moviesLibNiconico: ?????????????LifeFlow.Servicer: This project is only a day old, but the main goal is to create an easy way to create and maintain .NET-based REST servicesMemcached: Memcached is an in-memory key-value store for small chunks of arbitrary data (strings, objects) from results of database calls, API calls, or page rendering.MongoDB: MongoDB (from "humongous") is a scalable, high-performance, open source NoSQL database. Written in C++, MongoDB features:Network Gnome: An attempt to create an open source alternative to "The Dude" by Mikro Tik.PowerShell Study: ??Powershell???sfmltest: Just learning SfmlSharePoint Timerjob and IoC: This is a sample project that explains how we can use IoC container with SharePoint. I have used StructureMap as an IoC container in this project.SignalR: Async library for .NET to help build real-time, multi-user interactive web applications. Sistem LPK Pemkot Semarang: Sistem Laporan Pelaksanaan Kegiatan SKPD Kota SemarangSitecoreInstaller: SitecoreInstaller was initially developed for rapid installation of Sitecore and modules on a local developer machine and still does the job well. SQL 2012 Always On Login Syncing: SQL 2012 Always on Availability Group Login Syncing job.Swagonomics: Input your name, age, yearly income, amount spent monthly on VAT taxable goods, alcohol, cigarettes, and fuel. After hitting submit, the application calls our ATapatalk Module for Dotnetnuke Core Forum: Hi, I work for months in a plug for Dotnetnuke core forums, I have enough work done, the engine RPCXML, the Web service and a skeleton of the main functions, buTesla Analyzer: Given the great need of energy saving due to the rising price of KW, and try to educate the consumer smart energy companies.testdd09082012git01: xctestdd09082012hg01: xctesttfs09082012tfs01: sdThe Ftp Library - Most simple, full-featured .NET Ftp Library: The Ftp Library - Most simple, full-featured .NET Ftp LibraryThe Verge .NET: This is a port of the existing iOS and Android applications to Windows Phone. This project is not sponsored nor endorsed by The Verge or Vox Media . . . yet :)Util SPServices: Usefull Libraries for SPServices SPServices is one of the most usefull libraries for SharePoint 2010 and this util is just a bunch of functions that helpme to Virtual Keyboard: This is a virtual keyboard project. This can do most of what a keyboard does. whatzup.mobi: Provide streams to mobile devices via a webservice that exposes various live broadcasted audio streams from night clubs.WPFSharp.Globalizer: WPFSharp Globalizer - A project deisgned to make localization and styling easier by decoupling both processes from the build.

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  • Is 'Protection' an acceptable Java class name

    - by jonny
    This comes from a closed thread at stack overflow, where there are already some useful answers, though a commenter suggested I post here. I hope this is ok! I'm trying my best to write good readable, code, but often have doubts in my work! I'm creating some code to check the status of some protected software, and have created a class which has methods to check whether the software in use is licensed (there is a separate Licensing class). I've named the class 'Protection', which is currently accessed, via the creation of an appProtect object. The methods in the class allow to check a number of things about the application, in order to confirm that it is in fact licensed for use. Is 'Protection' an acceptable name for such a class? I read somewhere that if you have to think to long in names of methods, classes, objects etc, then perhaps you may not be coding in an Object Oriented way. I've spent a lot of time thinking about this before making this post, which has lead me to doubt the suitability of the name! In creating (and proof reading) this post, I'm starting to seriously doubt my work so far. I'm also thinking I should probably rename the object to applicationProtection rather than appProtect (though am open to any comments on this too?). I'm posting non the less, in the hope that I'll learn something from others views/opinions, even if they're simply confirming I've "done it wrong"!

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  • Is there a process-oriented IDE ?

    - by Raveline
    My problem is simple : when I'm programming in an OO paradigm, I'm often having part of a main business process divided in many classes. Which means, if I want to examine the whole functional chain that leads to the output, for debugging or for optimization research, it can be a bit painful. So I was wondering : is there an IDE that let you put a "process tag" on functions coming from different objects, and give you a view of all those functions having the same tag ? edit : To give an example (that I'm making up completely, sorry if it doesn't sound very realistic). Let's say we have the following business process for a HR application : receive a holiday-request by an employee, check the validity of the request, then give an alert to his boss ("one of those lazy programmer wants another day off"); at the same time, let's say the boss will want to have a table of all employee's timetable during the time the employee wants his vacations; then handle the answer of the boss, send a nice little mail to the employee ("No way, lazy bones"). Even if we get rid of everything not purely business-related (mail sending process, db handling to get the useful info, GUI functionalities, and so on), we still have something that doesn't really fit in "one class". I'd like to have an IDE that would give me the opportunity to embrace quickly, at the very least : The function handling the validation of the request by the employee; The function preparing the "timetable" for the boss; The function handling the validation of the request by the boss; I wouldn't put all those functions in the same class (but perhaps that's my mistake ?). This is where my dreamed IDE could be helpful.

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • How to Get AirVideo Features in Android for Free

    - by Zainul Franciscus
    AirVideo makes it possible for iPhone, iPad, or iPod Touch users to stream any video format on their devices. If you’re an Android user, then you are in luck, because you can get AirVideo’s features for free with VLC-Share. In today’s tutorial, we will start off by giving you an instruction on how to install VLC-Share, followed by configuring firewall and port forwarding, and we complete the tutorial with a walk through of VLC-Share features. Wallpaper available from our Naruto Customization set. Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) 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 Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

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  • Why is a small fixed vocabulary seen as an advantage to RESTful services?

    - by Matt Esch
    So, a RESTful service has a fixed set of verbs in its vocabulary. A RESTful web service takes these from the HTTP methods. There are some supposed advantages to defining a fixed vocabulary, but I don't really grasp the point. Maybe someone can explain it. Why is a fixed vocabulary as outlined by REST better than dynamically defining a vocabulary for each state? For example, object oriented programming is a popular paradigm. RPC is described to define fixed interfaces, but I don't know why people assume that RPC is limited by these contraints. We could dynamically specify the interface just as a RESTful service dynamically describes its content structure. REST is supposed to be advantageous in that it can grow without extending the vocabulary. RESTful services grow dynamically by adding more resources. What's so wrong about extending a service by dynamically specifying a per-object vocabulary? Why don't we just use the methods that are defined on our objects as the vocabulary and have our services describe to the client what these methods are and whether or not they have side effects? Essentially I get the feeling that the description of a server side resource structure is equivalent to the definition of a vocabulary, but we are then forced to use the limited vocabulary in which to interact with these resources. Does a fixed vocabulary really decouple the concerns of the client from the concerns of the server? I surely have to be concerned with some configuration of the server, this is normally resource location in RESTful services. To complain at the use of a dynamic vocabulary seems unfair because we have to dynamically reason how to understand this configuration in some way anyway. A RESTful service describes the transitions you are able to make by identifying object structure through hypermedia. I just don't understand what makes a fixed vocabulary any better than any self-describing dynamic vocabulary, which could easily work very well in an RPC-like service. Is this just a poor reasoning for the limiting vocabulary of the HTTP protocol?

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  • OOP for unit testing : The good, the bad and the ugly

    - by Jeff
    I have recently read Miško Hevery's pdf guide to writing testable code in which its stated that you should limit your classes instanciations in your constructors. I understand that its what you should do because it allow you to easily mock you objects that are send as parameters to your class. But when it comes to writing actual code, i often end up with things like that (exemple is in PHP using Zend Framework but I think it's self explanatory) : class Some_class { private $_data; private $_options; private $_locale; public function __construct($data, $options = null) { $this->_data = $data; if ($options != null) { $this->_options = $options; } $this->_init(); } private function _init() { if(isset($this->_options['locale'])) { $locale = $this->_options['locale']; if ($locale instanceof Zend_Locale) { $this->_locale = $locale; } elseif (Zend_Locale::isLocale($locale)) { $this->_locale = new Zend_Locale($locale); } else { $this->_locale = new Zend_Locale(); } } } } Acording to my understanding of Miško Hevery's guide, i shouldn't instanciate the Zend_Local in my class but push it through the constructor (Which can be done through the options array in my example). I am wondering what would be the best practice to get the most flexibility for unittesing this code and aswell, if I want to move away from Zend Framework. Thanks in advance

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • How to define type-specific scripts when using a 'type object' programming pattern?

    - by Erik
    I am in the process of creating a game engine written in C++, using the C/C++ SQLite interface to achieve a 'type object' pattern. The process is largely similar to what is outlined here (Thank you Bob Nystrom for the great resource!). I have a generally defined Entity class that when a new object is created, data is taken from a SQLite database and then is pushed back into a pointer vector, which is then iterated through, calling update() for each object. All the ints, floats, strings are loaded in fine, but the script() member of Entity is proving an issue. It's not much fun having a bunch of stationary objects laying around my gameworld. The only solutions I've come up with so far are: Create a monolithic EntityScript class with member functions encompassing all game AI and then calling the corresponding script when iterating through the Entity vector. (Not ideal) Create bindings between C++ and a scripting language. This would seem to get the job done, but it feels like implementing this (given the potential memory overhead) and learning a new language is overkill for a small team (2-3 people) that know the entirety of the existing game engine. Can you suggest any possible alternatives? My ideal situation would be that to add content to the game, one would simply add a script file to the appropriate directory and append the SQLite database with all the object data. All that is required is to have a variety of integers and floats passed between both the engine and the script file.

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