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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • 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!

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  • Rotating a NetBeans Visual Library Widget

    - by Geertjan
    Trying to create a widget which, when clicked, rotates slightly further on each subsequent click: Above, the bird where the mouse is visible has been clicked a few times and so has rotated a bit further on each click. The code isn't quite right yet and I'm hoping someone will take this code, try it out, and help with a nice solution! public class BirdScene extends Scene {     public BirdScene() {         addChild(new LayerWidget(this));         getActions().addAction(ActionFactory.createAcceptAction(new AcceptProvider() {             public ConnectorState isAcceptable(Widget widget, Point point, Transferable transferable) {                 Image dragImage = getImageFromTransferable(transferable);                 if (dragImage != null) {                     JComponent view = getView();                     Graphics2D g2 = (Graphics2D) view.getGraphics();                     Rectangle visRect = view.getVisibleRect();                     view.paintImmediately(visRect.x, visRect.y, visRect.width, visRect.height);                     g2.drawImage(dragImage,                             AffineTransform.getTranslateInstance(point.getLocation().getX(),                             point.getLocation().getY()),                             null);                     return ConnectorState.ACCEPT;                 } else {                     return ConnectorState.REJECT;                 }             }             public void accept(Widget widget, final Point point, Transferable transferable) {                 addChild(new BirdWidget(getScene(), getImageFromTransferable(transferable), point));             }         }));     }     private Image getImageFromTransferable(Transferable transferable) {         Object o = null;         try {             o = transferable.getTransferData(DataFlavor.imageFlavor);         } catch (IOException ex) {         } catch (UnsupportedFlavorException ex) {         }         return o instanceof Image ? (Image) o : null;     }     private class BirdWidget extends IconNodeWidget {         private int theta = 0;         public BirdWidget(Scene scene, Image imageFromTransferable, Point point) {             super(scene);             setImage(imageFromTransferable);             setPreferredLocation(point);             setCheckClipping(true);             getActions().addAction(ActionFactory.createMoveAction());             getActions().addAction(ActionFactory.createSelectAction(new SelectProvider() {                 public boolean isAimingAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public boolean isSelectionAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public void select(final Widget widget, Point localLocation, boolean invertSelection) {                     theta = (theta + 100) % 360;                     repaint();                     getScene().validate();                 }             }));         }         @Override         public void paintWidget() {             final Image image = getImageWidget().getImage();             Graphics2D g = getGraphics();             g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);             Rectangle bounds = getClientArea();             AffineTransform newXform = g.getTransform();             int xRot = image.getWidth(null) / 2;             int yRot = image.getWidth(null) / 2;             newXform.rotate(theta * Math.PI / 180, xRot, yRot);             g.setTransform(newXform);             g.drawImage(image, bounds.x, bounds.y, null);         }     } } The problem relates to refreshing the scene after the rotation. But it would help if someone would just take the code above, add it to their own application, try it out, see the problem for yourself, and develop it a bit further!

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  • How to trace a function array argument in DTrace

    - by uejio
    I still use dtrace just about every day in my job and found that I had to print an argument to a function which was an array of strings.  The array was variable length up to about 10 items.  I'm not sure if the is the right way to do it, but it seems to work and is not too painful if the array size is small.Here's an example.  Suppose in your application, you have the following function, where n is number of item in the array s.void arraytest(int n, char **s){    /* Loop thru s[0] to s[n-1] */}How do you use DTrace to print out the values of s[i] or of s[0] to s[n-1]?  DTrace does not have if-then blocks or for loops, so you can't do something like:    for i=0; i<arg0; i++        trace arg1[i]; It turns out that you can use probe ordering as a kind of iterator. Probes with the same name will fire in the order that they appear in the script, so I can save the value of "n" in the first probe and then use it as part of the predicate of the next probe to determine if the other probe should fire or not.  So the first probe for tracing the arraytest function is:pid$target::arraytest:entry{    self->n = arg0;}Then, if I want to print out the first few items of the array, I first check the value of n.  If it's greater than the index that I want to print out, then I can print that index.  For example, if I want to print out the 3rd element of the array, I would do something like:pid$target::arraytest:entry/self->n > 2/{    printf("%s",stringof(arg1 + 2 * sizeof(pointer)));}Actually, that doesn't quite work because arg1 is a pointer to an array of pointers and needs to be copied twice from the user process space to the kernel space (which is where dtrace is). Also, the sizeof(char *) is 8, but for some reason, I have to use 4 which is the sizeof(uint32_t). (I still don't know how that works.)  So, the script that prints the 3rd element of the array should look like:pid$target::arraytest:entry{    /* first, save the size of the array so that we don't get            invalid address errors when indexing arg1+n. */    self->n = arg0;}pid$target::arraytest:entry/self->n > 2/{    /* print the 3rd element (index = 2) of the second arg. */    i = 2;    size = 4;    self->a_t = copyin(arg1+size*i,size);    printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}If your array is large, then it's quite painful since you have to write one probe for every array index.  For example, here's the full script for printing the first 5 elements of the array:#!/usr/sbin/dtrace -spid$target::arraytest:entry{        /* first, save the size of the array so that we don't get           invalid address errors when indexing arg1+n. */        self->n = arg0;}pid$target::arraytest:entry/self->n > 0/{        i = 0;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 1/{        i = 1;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 2/{        i = 2;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 3/{        i = 3;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 4/{        i = 4;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));} If the array is large, then your script will also have to be very long to print out all values of the array.

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  • Java Program help [migrated]

    - by georgetheevilman
    Okay I have a really annoying error. Its coming from my retainAll method. The problem is that I am outputting 1,3,5 in ints at the end, but I need 1,3,5,7,9. Here is the code below for the MySet and driver classes public class MySetTester { public static void main(String[]args) { MySet<String> strings = new MySet<String>(); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Listen!"); strings.add("Listen!"); strings.add("Sorry, I couldn't resist."); strings.add("Sorry, I couldn't resist."); strings.add("(you know you would if you could)"); System.out.println("Testing add:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 4, contains(Sorry): true\n"); MySet<String> moreStrings = new MySet<String>(); moreStrings.add("Sorry, I couldn't resist."); moreStrings.add("(you know you would if you could)"); strings.removeAll(moreStrings); System.out.println("Testing remove and removeAll:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 2, contains(Sorry): false\n"); MySet<Integer> ints = new MySet<Integer>(); for (int i = 0; i < 100; i++) { ints.add(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 100\n"); for (int i = 0; i < 100; i += 2) { ints.remove(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 50\n"); MySet<Integer> zeroThroughNine = new MySet<Integer>(); for (int i = 0; i < 10; i++) { zeroThroughNine.add(i); } ints.retainAll(zeroThroughNine); System.out.println("ints should now only retain odd numbers" + " 0 through 10\n"); System.out.println("Testing your iterator:\n"); for (Integer i : ints) { System.out.println(i); } System.out.println("\nExpected: \n\n1 \n3 \n5 \n7 \n9\n"); System.out.println("Yours:"); for (String s : strings) { System.out.println(s); } System.out.println("\nExpected: \nHey! \nListen!"); strings.clear(); System.out.println("\nClearing your set...\n"); System.out.println("Your set is empty: " + strings.isEmpty()); System.out.println("Exp. set is empty: true"); } } And here is the main code. But still read the top part because that's where my examples are. import java.util.Set; import java.util.Collection; import java.lang.Iterable; import java.util.Iterator; import java.util.Arrays; import java.lang.reflect.Array; public class MySet implements Set, Iterable { // instance variables - replace the example below with your own private E[] backingArray; private int numElements; /** * Constructor for objects of class MySet */ public MySet() { backingArray=(E[]) new Object[5]; numElements=0; } public boolean add(E e){ for(Object elem:backingArray){ if (elem==null ? e==null : elem.equals(e)){ return false; } } if(numElements==backingArray.length){ E[] newArray=Arrays.copyOf(backingArray,backingArray.length*2); newArray[numElements]=e; numElements=numElements+1; backingArray=newArray; return true; } else{ backingArray[numElements]=e; numElements=numElements+1; return true; } } public boolean addAll(Collection<? extends E> c){ for(E elem:c){ this.add(elem); } return true; } public void clear(){ E[] newArray=(E[])new Object[backingArray.length]; numElements=0; backingArray=newArray; } public boolean equals(Object o){ if(o instanceof Set &&(((Set)o).size()==numElements)){ for(E elem:(Set<E>)o){ if (this.contains(o)==false){ return false; } return true; } } return false; } public boolean contains(Object o){ for(E backingElem:backingArray){ if (o!=null && o.equals(backingElem)){ return true; } } return false; } public boolean containsAll(Collection<?> c){ for(E elem:(Set<E>)c){ if(!(this.contains(elem))){ return false; } } return true; } public int hashCode(){ int sum=0; for(E elem:backingArray){ if(elem!=null){ sum=sum+elem.hashCode(); } } return sum; } public boolean isEmpty(){ if(numElements==0){ return true; } else{ return false; } } public boolean remove(Object o){ int i=0; for(Object elem:backingArray){ if(o!=null && o.equals(elem)){ backingArray[i]=null; numElements=numElements-1; E[] newArray=Arrays.copyOf(backingArray,backingArray.length-1); return true; } i=i+1; } return false; } public boolean removeAll(Collection<?> c){ for(Object elem:c){ this.remove(elem); } return true; } public boolean retainAll(Collection<?> c){ MySet<E> removalArray=new MySet<E>(); for(E arrayElem:backingArray){ if(arrayElem!= null && !(c.contains(arrayElem))){ this.remove(arrayElem); } } return false; } public int size(){ return numElements; } public <T> T[] toArray(T[] a) throws ArrayStoreException,NullPointerException{ for(int i=0;i<numElements;i++){ a[i]=(T)backingArray[i]; } for(int j=numElements;j<a.length;j++){ a[j]=null; } return a; } public Object[] toArray(){ Object[] newArray=new Object[numElements]; for(int i=0;i<numElements;i++){ newArray[i]=backingArray[i]; } return newArray; } public Iterator<E> iterator(){ setIterator iterator=new setIterator(); return iterator; } private class setIterator implements Iterator<E>{ private int currIndex; private E lastElement; public setIterator(){ currIndex=0; lastElement=null; } public boolean hasNext(){ while(currIndex<=numElements && backingArray[currIndex]==null){ currIndex=currIndex+1; } if (currIndex<=numElements){ return true; } return false; } public E next(){ E element=backingArray[currIndex]; currIndex=currIndex+1; lastElement=element; return element; } public void remove() throws UnsupportedOperationException,IllegalStateException{ if(lastElement!=null){ MySet.this.remove((Object)lastElement); numElements=numElements-1; } else{ throw new IllegalStateException(); } } } } I've been able to reduce the problems, but otherwise this thing is still causing problems.

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  • Android save Checkbox State in ListView with Cursor Adapter

    - by Ricardo
    I cant find a way to save the checkbox state when using a Cursor adapter. Everything else works fine but if i click on a checkbox it is repeated when it is recycled. Ive seen examples using array adapters but because of my lack of experience im finding it hard to translate it into using a cursor adapter. Could someone give me an example of how to go about it. Any help appreciated. private class PostImageAdapter extends CursorAdapter { private static final int s = 0; private int layout; Bitmap bm=null; private String PostNumber; TourDbAdapter mDbHelper; public PostImageAdapter (Context context, int layout, Cursor c, String[] from, int[] to, String Postid) { super(context, c); this.layout = layout; PostNumber = Postid; mDbHelper = new TourDbAdapter(context); mDbHelper.open(); } @Override public View newView(Context context, final Cursor c, ViewGroup parent) { ViewHolder holder; LayoutInflater inflater=getLayoutInflater(); View row=inflater.inflate(R.layout.image_post_row, null); holder = new ViewHolder(); holder.Description = (TextView) row.findViewById(R.id.item_desc); holder.cb = (CheckBox) row.findViewById(R.id.item_checkbox); holder.DateTaken = (TextView) row.findViewById(R.id.item_date_taken); holder.Photo = (ImageView) row.findViewById(R.id.item_thumb); row.setTag(holder); int DateCol = c.getColumnIndex(TourDbAdapter.KEY_DATE); String Date = c.getString(DateCol); int DescCol = c.getColumnIndex(TourDbAdapter.KEY_CAPTION); String Description = c.getString(DescCol); int FileNameCol = c.getColumnIndex(TourDbAdapter.KEY_FILENAME); final String FileName = c.getString(FileNameCol); int PostRowCol = c.getColumnIndex(TourDbAdapter.KEY_Post_ID); String RowID = c.getString(PostRowCol); String Path = "sdcard/Tourabout/Thumbs/" + FileName + ".jpg"; Bitmap bm = BitmapFactory.decodeFile(Path, null); holder.Photo.setImageBitmap(bm); holder.DateTaken.setText(Date); holder.Description.setText(Description); holder.cb.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { CheckBox cBox = (CheckBox) v; if (cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, PostNumber); } else if (!cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, ""); } } }); return row; }; @Override public void bindView(View row, Context context, final Cursor c) { ViewHolder holder; holder = (ViewHolder) row.getTag(); int DateCol = c.getColumnIndex(TourDbAdapter.KEY_DATE); String Date = c.getString(DateCol); int DescCol = c.getColumnIndex(TourDbAdapter.KEY_CAPTION); String Description = c.getString(DescCol); int FileNameCol = c.getColumnIndex(TourDbAdapter.KEY_FILENAME); final String FileName = c.getString(FileNameCol); int PostRowCol = c.getColumnIndex(TourDbAdapter.KEY_Post_ID); String RowID = c.getString(PostRowCol); String Path = "sdcard/Tourabout/Thumbs/" + FileName + ".jpg"; Bitmap bm = BitmapFactory.decodeFile(Path, null); File x = null; holder.Photo.setImageBitmap(bm); holder.DateTaken.setText(Date); holder.Description.setText(Description); holder.cb.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { CheckBox cBox = (CheckBox) v; if (cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, PostNumber); } else if (!cBox.isChecked()) { mDbHelper.UpdatePostImage(FileName, ""); } } }); } } static class ViewHolder{ TextView Description; ImageView Photo; CheckBox cb; TextView DateTaken; } }

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  • C# Bind DataTable to Existing DataGridView Column Definitions

    - by Timothy
    I've been struggling with a NullReferenceException and hope someone here will be able to point me in the right direction. I'm trying to create and populate a DataTable and then show the results in a DataGridView control. The basic code follows, and Execution stops with a NullReferenceException at the point where I invoke the new UpdateResults_Delegate. Oddly enough, I can trace entries.Rows.Count successfully before I return it from QueryEventEntries, so I can at least show 1) entries is not a null reference, and 2) the DataTable contains rows of data. I know I have to be doing something wrong, but I just don't know what. private void UpdateResults(DataTable entries) { dataGridView.DataSource = entries; } private void button_Click(object sender, EventArgs e) { PerformQuery(); } private void PerformQuery() { DateTime start = new DateTime(dateTimePicker1.Value.Year, dateTimePicker1.Value.Month, dateTimePicker1.Value.Day, 0, 0, 0); DateTime stop = new DateTime(dateTimePicker2.Value.Year, dateTimePicker2.Value.Month, dateTimePicker2.Value.Day, 0, 0, 0); DataTable entries = QueryEventEntries(start, stop); UpdateResults(entries); } private DataTable QueryEventEntries(DateTime start, DateTime stop) { DataTable entries = new DataTable(); entries.Columns.AddRange(new DataColumn[] { new DataColumn("event_type", typeof(Int32)), new DataColumn("event_time", typeof(DateTime)), new DataColumn("event_detail", typeof(String))}); using (SqlConnection conn = new SqlConnection(DSN)) { using (SqlDataAdapter adapter = new SqlDataAdapter( "SELECT event_type, event_time, event_detail FROM event_log " + "WHERE event_time >= @start AND event_time <= @stop", conn)) { adapter.SelectCommand.Parameters.AddRange(new Object[] { new SqlParameter("@start", start), new SqlParameter("@stop", stop)}); adapter.Fill(entries); } } return entries; } Update I'd like to summarize and provide some additional information I've learned from the discussion here and debugging efforts since I originally posted this question. I am refactoring old code that retrieved records from a database, collected those records as an array, and then later iterated through the array to populate a DataGridView row by row. Threading was originally implemented to compensate and keep the UI responsive during the unnecessary looping. I have since stripped out Thread/Invoke; everything now occurs on the same execution thread (thank you, Sam). I am attempting to replace the slow, unwieldy approach using a DataTable which I can fill with a DataAdapter, and assign to the DataGridView through it's DataSource property (above code updated). I've iterated through the entries DataTable's rows to verify the table contains the expected data before assigning it as the DataGridView's DataSource. foreach (DataRow row in entries.Rows) { System.Diagnostics.Trace.WriteLine( String.Format("{0} {1} {2}", row[0], row[1], row[2])); } One of the column of the DataGridView is a custom DataGridViewColumn to stylize the event_type value. I apologize I didn't mention this before in the original post but I wasn't aware it was important to my problem. I have converted this column temporarily to a standard DataGridViewTextBoxColumn control and am no longer experiencing the Exception. The fields in the DataTable are appended to the list of fields that have been pre-specified in Design view of the DataGridView. The records' values are being populated in these appended fields. When the run time attempts to render the cell a null value is provided (as the value that should be rendered is done so a couple columns over). In light of this, I am re-titling and re-tagging the question. I would still appreciate it if others who have experienced this can instruct me on how to go about binding the DataTable to the existing column definitions of the DataGridView.

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  • fluent nhibernate one to many mapping

    - by Sammy
    I am trying to figure out what I thought was just a simple one to many mapping using fluent Nhibernate. I hoping someone can point me to the right directory to achieve this one to many relations I have an articles table and a categories table Many Articles can only belong to one Category Now my Categores table has 4 Categories and Articles has one article associated with cateory1 here is my setup. using FluentNHibernate.Mapping; using System.Collections; using System.Collections.Generic; namespace FluentMapping { public class Article { public virtual int Id { get; private set; } public virtual string Title { get; set; } public virtual Category Category{get;set;} } public class Category { public virtual int Id { get; private set; } public virtual string Description { get; set; } public virtual IList<Article> Articles { get; set; } public Category() { Articles=new List<Article>(); } public virtual void AddArticle(Article article) { article.Category = this; Articles.Add(article); } public virtual void RemoveArticle(Article article) { Articles.Remove(article); } } public class ArticleMap:ClassMap<Article> { public ArticleMap() { Table("Articles"); Id(x => x.Id).GeneratedBy.Identity(); Map(x => x.Title); References(x => x.Category).Column("CategoryId").LazyLoad(); } public class CategoryMap:ClassMap<Category> { public CategoryMap() { Table("Categories"); Id(x => x.Id).GeneratedBy.Identity(); Map(x => x.Description); HasMany(x => x.Articles).KeyColumn("CategoryId").Fetch.Join(); } } } } if I run this test [Fact] public void Can_Get_Categories() { using (var session = SessionManager.Instance.Current) { using (var transaction = session.BeginTransaction()) { var categories = session.CreateCriteria(typeof(Category)) //.CreateCriteria("Articles").Add(NHibernate.Criterion.Restrictions.EqProperty("Category", "Id")) .AddOrder(Order.Asc("Description")) .List<Category>(); } } } I am getting 7 Categories due to Left outer join used by Nhibernate any idea what I am doing wrong in here? Thanks [Solution] After a couple of hours reading nhibernate docs I here is what I came up with var criteria = session.CreateCriteria(typeof (Category)); criteria.AddOrder(Order.Asc("Description")); criteria.SetResultTransformer(new DistinctRootEntityResultTransformer()); var cats1 = criteria.List<Category>(); Using Nhibernate linq provider var linq = session.Linq<Category>(); linq.QueryOptions.RegisterCustomAction(c => c.SetResultTransformer(new DistinctRootEntityResultTransformer())); var cats2 = linq.ToList();

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  • How to fix basicHttpBinding in WCF when using multiple proxy clients?

    - by Hemant
    [Question seems a little long but please have patience. It has sample source to explain the problem.] Consider following code which is essentially a WCF host: [ServiceContract (Namespace = "http://www.mightycalc.com")] interface ICalculator { [OperationContract] int Add (int aNum1, int aNum2); } [ServiceBehavior (InstanceContextMode = InstanceContextMode.PerCall)] class Calculator: ICalculator { public int Add (int aNum1, int aNum2) { Thread.Sleep (2000); //Simulate a lengthy operation return aNum1 + aNum2; } } class Program { static void Main (string[] args) { try { using (var serviceHost = new ServiceHost (typeof (Calculator))) { var httpBinding = new BasicHttpBinding (BasicHttpSecurityMode.None); serviceHost.AddServiceEndpoint (typeof (ICalculator), httpBinding, "http://172.16.9.191:2221/calc"); serviceHost.Open (); Console.WriteLine ("Service is running. ENJOY!!!"); Console.WriteLine ("Type 'stop' and hit enter to stop the service."); Console.ReadLine (); if (serviceHost.State == CommunicationState.Opened) serviceHost.Close (); } } catch (Exception e) { Console.WriteLine (e); Console.ReadLine (); } } } Also the WCF client program is: class Program { static int COUNT = 0; static Timer timer = null; static void Main (string[] args) { var threads = new Thread[10]; for (int i = 0; i < threads.Length; i++) { threads[i] = new Thread (Calculate); threads[i].Start (null); } timer = new Timer (o => Console.WriteLine ("Count: {0}", COUNT), null, 1000, 1000); Console.ReadLine (); timer.Dispose (); } static void Calculate (object state) { var c = new CalculatorClient ("BasicHttpBinding_ICalculator"); c.Open (); while (true) { try { var sum = c.Add (2, 3); Interlocked.Increment (ref COUNT); } catch (Exception ex) { Console.WriteLine ("Error on thread {0}: {1}", Thread.CurrentThread.Name, ex.GetType ()); break; } } c.Close (); } } Basically, I am creating 10 proxy clients and then repeatedly calling Add service method on separate threads. Now if I run both applications and observe opened TCP connections using netstat, I find that: If both client and server are running on same machine, number of tcp connections are equal to number of proxy objects. It means all requests are being served in parallel. Which is good. If I run server on a separate machine, I observed that maximum 2 TCP connections are opened regardless of the number of proxy objects I create. Only 2 requests run in parallel. It hurts the processing speed badly. If I switch to net.tcp binding, everything works fine (a separate TCP connection for each proxy object even if they are running on different machines). I am very confused and unable to make the basicHttpBinding use more TCP connections. I know it is a long question, but please help!

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  • using Silverlight 3's HtmlPage.Window.Navigate method to reuse an already open browser window

    - by Phil
    Hi, I want to use an external browser window to implement a preview functionality in a silverlight application. There is a list of items and whenever the user clicks one of these items, it's opened in a separate browser window (the content is a pdf document, which is why it is handled ouside of the SL app). Now, to achieve this, I simply use HtmlPage.Window.Navigate(new Uri("http://www.bing.com")); which works fine. Now my client doesn't like the fact that every click opens up a new browser window. He would like to see the browser window reused every time an item is clicked. So I went out and tried implementing this: Option 1 - Use the overload of the Navigate method, like so: HtmlPage.Window.Navigate(new Uri("http://www.bing.com"), "foo"); I was assuming that the window would be reused when the same target parameter value (foo) would be used in subsequent calls. This does not work. I get a new window every time. Option 2 - Use the PopupWindow method on the HtmlPage HtmlPage.PopupWindow(new Uri("http://www.bing.com"), "blah", new HtmlPopupWindowOptions()); This does not work. I get a new window every time. Option 3 - Get a handle to the opened window and reuse that in subsequent calls private HtmlWindow window; private void navigationButton_Click(object sender, RoutedEventArgs e) { if (window == null) window = HtmlPage.Window.Navigate(new Uri("http://www.bing.com"), "blah"); else window.Navigate(new Uri("http://www.bing.com"), "blah"); if (window == null) MessageBox.Show("it's null"); } This does not work. I tried the same for the PopupWindow() method and the window is null every time, so a new window is opened on every click. I have checked both the EnableHtmlAccess and the IsPopupWindowAllowed properties, and they return true, as they should. Option 4 - Use Eval method to execute some custom javascript private const string javascript = @"var popup = window.open('', 'blah') ; if(popup.location != 'http://www.bing.com' ){ popup.location = 'http://www.bing.com'; } popup.focus();"; private void navigationButton_Click(object sender, RoutedEventArgs e) { HtmlPage.Window.Eval(javascript); } This does not work. I get a new window every time. option 5 - Use CreateInstance to run some custom javascript on the page private void navigationButton_Click(object sender, RoutedEventArgs e) { HtmlPage.Window.CreateInstance("thisIsPlainHell"); } and in my aspx I have function thisIsPlainHell() { var popup = window.open('http://www.bing.com', 'blah'); popup.focus(); } Guess what? This does work. The only thing is that the window behaves a little strange and I'm not sure why: I'm behind a proxy and in all other scenarios I'm being prompted for my password. In this case however I am not (and am thus not able to reach the external site - bing in this case). This is not really a huge issue atm, but I just don't understand what's goign on here. Whenever I type another url in the address bar of the popup window (eg www.google.com) and press enter, it opens up another window and prompts me for my proxy password. As a temporary solution option 5 could do, but I don't like the fact that Silverlight is not able to manage this. One of the main reasons my client has opted for Silverlight is to be protected against all the browser specific hacking that comes with javascript. Am I doing something wrong? I'm definitely no javascript expert, so I'm hoping it's something obvious I'm missing here. Cheers, Phil

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  • WCF Publish/Subscribe and using callbacks to send data to specific users

    - by manemawanna
    Hello thanks for looking, I'm working on a project at the moment and have become a little stuck. I'm creating a client server app, which allows a client to subscribe to the server to have messages forwarded to it. The issue I'm having is that when the client subscribes I wish for them to only recieve updates that relate to them. The system basically passes messages from a SQL server DB which the server monitors. When a new message is recieved the server should only forward the message to the clients that it applys to, based on whos logged on the client machine. I've had a look and found code samples which sign up for messages to be broadcast across all clients who have subscribed, but not any that show how to identify individual clients and if messages apply to them. If anyone could help or point me in the right direction it would be appreciated. You can now find some of my code below: namespace AnnouncementServiceLibrary { [ServiceContract(CallbackContract = typeof(IMessageCallback))] public interface IMessageCheck { [OperationContract] void MessageCheck(); } } namespace AnnouncementServiceLibrary { public interface IMessageCallback { [OperationContract(IsOneWay = true)] void OnNewMessage(Mess message); } } public bool Subscribe() { try { IMessageCallback callback = OperationContext.Current.GetCallbackChannel<IMessageCallback>(); //If they dont already exist in the subscribers list, adds them to it if (!subscribers.Contains(callback)) subscribers.Add(callback); return true; } catch { //Otherwise if an error occurs returns false return false; } } Subscribe/Unsubscribe: private static readonly List<IMessageCallback> subscribers = new List<IMessageCallback>(); /// <summary> /// Unsubscribes the user from recieving new messages when they become avaliable /// </summary> /// <returns>Returns a bool that indicates whether the operation worked or not</returns> public bool Unsubscribe() { try { IMessageCallback callback = OperationContext.Current.GetCallbackChannel<IMessageCallback>(); //If they exist in the list of subscribers they are then removed if (subscribers.Contains(callback)) subscribers.Remove(callback); return true; } catch { //Otherwise if an error occurs returns false return false; } } Finally this at the moment isnt't working as basically when a user subscribes as it loops through I want it to filter based on the users userID: #region IMessageCheck Members /// <summary> /// This method checks for new messages recieved based on those who have subscribed for the service /// </summary> public void MessageCheck() { //A continuous loop to keep the method going while(true) { //Changes the thread to a sleep state for 2 mins? Thread.Sleep(200000); //Go through each subscriber based on there callback information subscribers.ForEach(delegate(IMessageCallback callback) { //Checks if the person who wanted the callback can still be communicated with if (((ICommunicationObject)callback).State == CommunicationState.Opened) { //Creates a link to the database and gets the required information List<Mess> mess = new List<Mess>(); List<Message> me; List<MessageLink> messLink; AnnouncementDBDataContext aDb = new AnnouncementDBDataContext(); me = aDb.Messages.ToList(); messLink = aDb.MessageLinks.ToList(); //Query to retrieve any messages which are newer than the time when the last cycle finished var result = (from a in messLink join b in me on a.UniqueID equals b.UniqueID where b.TimeRecieved > _time select new { b.UniqueID, b.Author, b.Title, b.Body, b.Priority, a.Read, b.TimeRecieved }); //Foreach result a new message is created and returned to the PC that subscribed foreach (var a in result) { Mess message = new Mess(a.UniqueID, a.Author, a.Title, a.Body, a.Priority, (bool)a.Read, a.TimeRecieved); callback.OnNewMessage(message); } } //If the requesting PC can't be contacted they are removed from the subscribers list else { subscribers.Remove(callback); } }); //Sets the datetime so the next cycle can measure against to see if new messages have been recieved _time = DateTime.Now; } } #endregion

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  • Class Issue (The type XXX is already defined )

    - by Android Stack
    I have listview app exploring cities each row point to diffrent city , in each city activity include button when clicked open new activity which is infinite gallery contains pics of that city , i add infinite gallery to first city and work fine , when i want to add it to the second city , it gave me red mark error in the class as follow : 1- The type InfiniteGalleryAdapter is already defined. 2-The type InfiniteGallery is already defined. i tried to change class name with the same result ,i delete R.jave and eclipse rebuild it with same result also i uncheck the java builder from project properties ,get same red mark error. please any help and advice will be appreciated thanks My Code : public class SecondCity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Boolean customTitleSupported = requestWindowFeature(Window.FEATURE_CUSTOM_TITLE); // Set the layout to use setContentView(R.layout.main); if (customTitleSupported) { getWindow().setFeatureInt(Window.FEATURE_CUSTOM_TITLE,R.layout.custom_title); TextView tv = (TextView) findViewById(R.id.tv); Typeface face=Typeface.createFromAsset(getAssets(),"BFantezy.ttf"); tv.setTypeface(face); tv.setText("MY PICTURES"); } InfiniteGallery galleryOne = (InfiniteGallery) findViewById(R.id.galleryOne); galleryOne.setAdapter(new InfiniteGalleryAdapter(this)); } } class InfiniteGalleryAdapter extends BaseAdapter { **//red mark here (InfiniteGalleryAdapter)** private Context mContext; public InfiniteGalleryAdapter(Context c, int[] imageIds) { this.mContext = c; } public int getCount() { return Integer.MAX_VALUE; } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } private LayoutInflater inflater=null; public InfiniteGalleryAdapter(Context a) { this.mContext = a; inflater = (LayoutInflater)mContext.getSystemService ( Context.LAYOUT_INFLATER_SERVICE); } public class ViewHolder{ public TextView text; public ImageView image; } private int[] images = { R.drawable.pic_1, R.drawable.pic_2, R.drawable.pic_3, R.drawable.pic_4, R.drawable.pic_5 }; private String[] name = { "This is first picture (1) " , "This is second picture (2)", "This is third picture (3)", "This is fourth picture (4)", " This is fifth picture (5)", }; public View getView(int position, View convertView, ViewGroup parent) { ImageView i = getImageView(); int itemPos = (position % images.length); try { i.setImageResource(images[itemPos]); ((BitmapDrawable) i.getDrawable()). setAntiAlias (true); } catch (OutOfMemoryError e) { Log.e("InfiniteGalleryAdapter", "Out of memory creating imageview. Using empty view.", e); } View vi=convertView; ViewHolder holder; if(convertView==null){ vi = inflater.inflate(R.layout.gallery_items, null); holder=new ViewHolder(); holder.text=(TextView)vi.findViewById(R.id.textView1); holder.image=(ImageView)vi.findViewById(R.id.image); vi.setTag(holder); } else holder=(ViewHolder)vi.getTag(); holder.text.setText(name[itemPos]); final int stub_id=images[itemPos]; holder.image.setImageResource(stub_id); return vi; } private ImageView getImageView() { ImageView i = new ImageView(mContext); return i; } } class InfiniteGallery extends Gallery { **//red mark here (InfiniteGallery)** public InfiniteGallery(Context context) { super(context); init(); } public InfiniteGallery(Context context, AttributeSet attrs) { super(context, attrs); init(); } public InfiniteGallery(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } private void init(){ // These are just to make it look pretty setSpacing(25); setHorizontalFadingEdgeEnabled(false); } public void setResourceImages(int[] name){ setAdapter(new InfiniteGalleryAdapter(getContext(), name)); setSelection((getCount() / 2)); } }

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  • SlimDX: Lightning problem with Direct3D9

    - by Spi1988
    I am creating a simple application to get familiar with SlimDX library. I found some code written in MDX and I'm trying to convert it to run on SlimDX. I am having some problems with the light because everything is being shown as black. The code is: public partial class DirectTest : Form { private Device device= null; private float angle = 0.0f; Light light = new Light(); public DirectTest() { InitializeComponent(); this.Size = new Size(800, 600); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); } /// <summary> /// We will initialize our graphics device here /// </summary> public void InitializeGraphics() { PresentParameters pres_params = new PresentParameters() { Windowed = true, SwapEffect = SwapEffect.Discard }; device = new Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.SoftwareVertexProcessing, pres_params); } private void SetupCamera() { device.SetRenderState(RenderState.CullMode, Cull.None); device.SetTransform(TransformState.World, Matrix.RotationAxis(new Vector3(angle / ((float)Math.PI * 2.0f), angle / ((float)Math.PI * 4.0f), angle / ((float)Math.PI * 6.0f)), angle / (float)Math.PI)); angle += 0.1f; device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1.0f, 100.0f)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(0, 0, 5.0f), new Vector3(), new Vector3(0, 1, 0))); device.SetRenderState(RenderState.Lighting, false); } protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0); SetupCamera(); CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3]; verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f); verts[0].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[0].Color = System.Drawing.Color.White.ToArgb(); verts[1].Position = new Vector3(-1.0f, -1.0f, 1.0f); verts[1].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[1].Color = System.Drawing.Color.White.ToArgb(); verts[2].Position = new Vector3(1.0f, -1.0f, 1.0f); verts[2].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[2].Color = System.Drawing.Color.White.ToArgb(); light.Type = LightType.Point; light.Position = new Vector3(); light.Diffuse = System.Drawing.Color.White; light.Attenuation0 = 0.2f; light.Range = 10000.0f; device.SetLight(0, light); device.EnableLight(0, true); device.BeginScene(); device.VertexFormat = CustomVertex.PositionColored.format; device.DrawUserPrimitives<CustomVertex.PositionColored>(PrimitiveType.TriangleList, 1, verts); device.EndScene(); device.Present(); this.Invalidate(); } } } The Vertex Format that I am using is the following [StructLayout(LayoutKind.Sequential)] public struct PositionNormalColored { public Vector3 Position; public int Color; public Vector3 Normal; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal; } Any suggestions on what the problem might be? Thanks in Advance

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  • OpenGL/SharpGL - Points only on -near surface of Ortho projection?

    - by FTLPhysicsGuy
    When you create points using three dimensions for each point and you use an Ortho projection to view the points, would there be a reason that only the points on the -near surface would appear? For example, if you use (the SharpGL method) gl.Ortho(0, width, height, 0, -10, 10), only the points at z=10 (because the near surface is at -10) actually show up. I'm currently using SharpGL - but I'm hoping the issue I'm having isn't with that particular implementation/library. EDIT: I'm adding the code below that demonstrates the issue. Note that this example requires SharpGL and is in fact a modification of a WPF sample project that comes with the current SharpGL source code (the original sample project is called TwoDSample). The project requires a MainWindow.xaml and a MainWindow.xaml.cs. Here's the xaml: <Window x:Class="TwoDSample.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" xmlns:my="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF"> <Grid> <my:OpenGLControl Name="openGLControl1" OpenGLDraw="openGLControl1_OpenGLDraw" OpenGLInitialized="openGLControl1_OpenGLInitialized" Resized="openGLControl1_Resized"/> </Grid> </Window> Here is the code behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using SharpGL.Enumerations; namespace TwoDSample { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } // NOTE: I use this to restrict the openGLControl1_OpenGLDraw method to // drawing only once after m_drawCount is set to zero; int m_drawCount = 0; private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: Only draw once after m_drawCount is set to zero if (m_drawCount < 1) { // Get the OpenGL instance. var gl = args.OpenGL; gl.Color(1f, 0f, 0f); gl.PointSize(2.0f); // Draw 10000 random points. gl.Begin(BeginMode.Points); Random random = new Random(); for (int i = 0; i < 10000; i++) { double x = 10 + 400 * random.NextDouble(); double y = 10 + 400 * random.NextDouble(); double z = (double)random.Next(-10, 0); // Color the point according to z value gl.Color(0f, 0f, 1f); // default to blue if (z == -10) gl.Color(1f, 0f, 0f); // Red for z = -10 else if (z == -1) gl.Color(0f, 1f, 0f); // Green for z = -1 gl.Vertex(x, y, z); } gl.End(); m_drawCount++; } } private void openGLControl1_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { } private void openGLControl1_Resized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: force the draw routine to happen again when resize occurs m_drawCount = 0; // Get the OpenGL instance. var gl = args.OpenGL; // Create an orthographic projection. gl.MatrixMode(MatrixMode.Projection); gl.LoadIdentity(); // NOTE: Basically no matter what I do, the only points I see are those at // the "near" surface (with z = -zNear)--in this case, I only see green points gl.Ortho(0, openGLControl1.ActualWidth, openGLControl1.ActualHeight, 0, 1, 10); // Back to the modelview. gl.MatrixMode(MatrixMode.Modelview); } } }

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  • Using C# FindControl to find a user-control in the master page

    - by Jisaak
    So all I want to do is simply find a user control I load based on a drop down selection. I have the user control added but now I'm trying to find the control so I can access a couple properties off of it and I can't find the control for the life of me. I'm actually doing all of this in the master page and there is no code in the default.aspx page itself. Any help would be appreciated. MasterPage.aspx <body> <form id="form1" runat="server"> <div> <asp:ScriptManager runat="server"> </asp:ScriptManager> </div> <asp:UpdatePanel ID="UpdatePanel2" runat="server" UpdateMode="Conditional" ChildrenAsTriggers="false" OnLoad="UpdatePanel2_Load"> <ContentTemplate> <div class="toolbar"> <div class="section"> <asp:DropDownList ID="ddlDesiredPage" runat="server" AutoPostBack="True" EnableViewState="True" OnSelectedIndexChanged="goToSelectedPage"> </asp:DropDownList> &nbsp; <asp:DropDownList ID="ddlDesiredPageSP" runat="server" AutoPostBack="True" EnableViewState="True" OnSelectedIndexChanged="goToSelectedPage"> </asp:DropDownList> <br /> <span class="toolbarText">Select a Page to Edit</span> </div> <div class="options"> <div class="toolbarButton"> <asp:LinkButton ID="lnkSave" CssClass="modal" runat="server" OnClick="lnkSave_Click"><span class="icon" id="saveIcon" title="Save"></span>Save</asp:LinkButton> </div> </div> </div> </ContentTemplate> <Triggers> </Triggers> </asp:UpdatePanel> <div id="contentContainer"> <asp:UpdatePanel ID="UpdatePanel1" runat="server" OnLoad="UpdatePanel1_Load" UpdateMode="Conditional" ChildrenAsTriggers="False"> <ContentTemplate> <asp:ContentPlaceHolder ID="ContentPlaceHolder1" runat="server"> </asp:ContentPlaceHolder> </ContentTemplate> <Triggers> <asp:AsyncPostBackTrigger ControlID="lnkHome" EventName="Click" /> <asp:AsyncPostBackTrigger ControlID="rdoTemplate" EventName="SelectedIndexChanged" /> </Triggers> </asp:UpdatePanel> </div> MasterPage.cs protected void goToSelectedPage(object sender, System.EventArgs e) { temp1 ct = this.Page.Master.LoadControl("temp1.ascx") as temp1; ct.ID = "TestMe"; this.UpdatePanel1.ContentTemplateContainer.Controls.Add(ct); } //This is where I CANNOT SEEM TO FIND THE CONTROL //////////////////////////////////////// protected void lnkSave_Click(object sender, System.EventArgs e) { UpdatePanel teest = this.FindControl("UpdatePanel1") as UpdatePanel; Control test2 = teest.ContentTemplateContainer.FindControl("ctl09") as Control; temp1 test3 = test2.FindControl("TestMe") as temp1; string maybe = test3.Col1TopTitle; } Here I don't understand what it's telling me. for "par" I get "ctl09" and I have no idea how I am supposed to find this control. temp1.ascx.cs protected void Page_Load(object sender, EventArgs e) { string ppp = this.ID; string par = this.Parent.ID; }

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  • datagrid height issue in nested datagrid( when using three data grid)

    - by prince23
    hi, i have a nested datagrid(which is of three data grid). here i am able to show data with no issue. the first datagrid has 5 rows the main problem that comes here is when you click any row in first datagrid i show 2 datagrid( which has 10 rows) lets say i click 3 row in 2 data grid. it show further records in third datagrid. again when i click 5 row in 2 data grid it show further records in third datagrid. now all the recods are shown fine when u try to collpase the 3 row in 2 data grid it collpase but the issue is the height what the third datagrid which took space for showing the records( we can see a blank space showing between the main 2 datagrid and third data grid) in every grid first column i have an button where i am writing this code for expand and collpase this is the functionality i am implementing in all the datagrid button where i do expand collpase. hope my question is clear . any help would great private void btn1_Click(object sender, RoutedEventArgs e) { try { Button btnExpandCollapse = sender as Button; Image imgScore = (Image)btnExpandCollapse.FindName("img"); DependencyObject dep = (DependencyObject)e.OriginalSource; while ((dep != null) && !(dep is DataGridRow)) { dep = VisualTreeHelper.GetParent(dep); } // if we found the clicked row if (dep != null && dep is DataGridRow) { DataGridRow row = (DataGridRow)dep; // change the details visibility if (row.DetailsVisibility == Visibility.Collapsed) { imgScore.Source = new BitmapImage(new Uri("/Images/a1.JPG", UriKind.Relative)); row.DetailsVisibility = Visibility.Visible; } else { imgScore.Source = new BitmapImage(new Uri("/Images/a2JPG", UriKind.Relative)); row.DetailsVisibility = Visibility.Collapsed; } } } catch (System.Exception) { } } --------------------------------------- 2 datagrid private void btn2_Click(object sender, RoutedEventArgs e) { try { Button btnExpandCollapse = sender as Button; Image imgScore = (Image)btnExpandCollapse.FindName("img"); DependencyObject dep = (DependencyObject)e.OriginalSource; while ((dep != null) && !(dep is DataGridRow)) { dep = VisualTreeHelper.GetParent(dep); } // if we found the clicked row if (dep != null && dep is DataGridRow) { DataGridRow row = (DataGridRow)dep; // change the details visibility if (row.DetailsVisibility == Visibility.Collapsed) { imgScore.Source = new BitmapImage(new Uri("/Images/a1.JPG", UriKind.Relative)); row.DetailsVisibility = Visibility.Visible; } else { imgScore.Source = new BitmapImage(new Uri("/Images/a2JPG", UriKind.Relative)); row.DetailsVisibility = Visibility.Collapsed; } } } catch (System.Exception) { } } ----------------- 3 datagrid private void btn1_Click(object sender, RoutedEventArgs e) { try { Button btnExpandCollapse = sender as Button; Image imgScore = (Image)btnExpandCollapse.FindName("img"); DependencyObject dep = (DependencyObject)e.OriginalSource; while ((dep != null) && !(dep is DataGridRow)) { dep = VisualTreeHelper.GetParent(dep); } // if we found the clicked row if (dep != null && dep is DataGridRow) { DataGridRow row = (DataGridRow)dep; // change the details visibility if (row.DetailsVisibility == Visibility.Collapsed) { imgScore.Source = new BitmapImage(new Uri("/Images/a1.JPG", UriKind.Relative)); row.DetailsVisibility = Visibility.Visible; } else { imgScore.Source = new BitmapImage(new Uri("/Images/a2JPG", UriKind.Relative)); row.DetailsVisibility = Visibility.Collapsed; } } } catch (System.Exception) { } }**

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  • iPhone - archiving array of custom objects

    - by Dylan
    I've been trying for hours and I cannot solve this problem. I'm making an app that saves unfinished Chess Games, so I'm trying to write an array to a file. This is what the array is, if it makes sense: -NSMutableArray savedGames --GameSave a ---NSMutableArray board; ----Piece a, b, c, etc. -----some ints ---NSString whitePlayer, blackPlayer; ---int playerOnTop, turn; --GameSave b ---NSMutableArray board; ----Piece a, b, c, etc. -----some ints ---NSString whitePlayer, blackPlayer; ---int playerOnTop, turn; etc. And these are my NSCoding methods: GameSave.m - (void)encodeWithCoder:(NSCoder *)coder { [coder encodeObject:whitePlayer forKey:@"whitePlayer"]; [coder encodeObject:blackPlayer forKey:@"blackPlayer"]; [coder encodeInt:playerOnTop forKey:@"playerOnTop"]; [coder encodeInt:turn forKey:@"turn"]; [coder encodeObject:board forKey:@"board"]; } - (id)initWithCoder:(NSCoder *)coder { self = [[GameSave alloc] init]; if (self != nil) { board = [coder decodeObjectForKey:@"board"]; whitePlayer = [coder decodeObjectForKey:@"whitePlayer"]; blackPlayer = [coder decodeObjectForKey:@"blackPlayer"]; playerOnTop = [coder decodeIntForKey:@"playerOnTop"]; turn = [coder decodeIntForKey:@"turn"]; } return self; } Piece.m - (void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:color forKey:@"color"]; [coder encodeInt:piece forKey:@"piece"]; [coder encodeInt:row forKey:@"row"]; [coder encodeInt:column forKey:@"column"]; } - (id)initWithCoder:(NSCoder *)coder { self = [[Piece alloc] init]; if (self != nil) { color = [coder decodeIntForKey:@"color"]; piece = [coder decodeIntForKey:@"piece"]; row = [coder decodeIntForKey:@"row"]; column = [coder decodeIntForKey:@"column"]; } return self; } And this is the code that tries to archive and save to file: - (void)saveGame { ChessSaverAppDelegate *delegate = (ChessSaverAppDelegate *) [[UIApplication sharedApplication] delegate]; [[delegate gameSave] setBoard:board]; NSMutableArray *savedGames = [NSKeyedUnarchiver unarchiveObjectWithFile:[self dataFilePath]]; if (savedGames == nil) { [NSKeyedArchiver archiveRootObject:[delegate gameSave] toFile:[self dataFilePath]]; } else { [savedGames addObject:[delegate gameSave]]; [NSKeyedArchiver archiveRootObject:savedGames toFile:[self dataFilePath]]; } } - (NSString *)dataFilePath { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; return [documentsDirectory stringByAppendingPathComponent:@"gameSaves.plist"]; } Sorry, here's the problem: After setting some breakpoints, an error is reached after this line from -saveGame: [NSKeyedArchiver archiveRootObject:savedGames toFile:[self dataFilePath]]; And this is what shows up in the console: 2010-05-11 17:04:08.852 ChessSaver[62065:207] *** -[NSCFType encodeWithCoder:]: unrecognized selector sent to instance 0x3d3cd30 2010-05-11 17:04:08.891 ChessSaver[62065:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFType encodeWithCoder:]: unrecognized selector sent to instance 0x3d3cd30' 2010-05-11 17:04:08.908 ChessSaver[62065:207] Stack: ( 32339035, 31077641, 32720955, 32290422, 32143042, 238843, 25827, 238843, 564412, 342037, 238843, 606848, 17686, 2733061, 4646817, 2733061, 3140430, 3149167, 3144379, 2837983, 2746312, 2773089, 41684313, 32123776, 32119880, 41678357, 41678554, 2777007, 9884, 9738 ) If it matters, -saveGame is called from a UIBarButton in a navigation controller. Any help is appreciated, thanks.

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  • How to use NSMutableDictionary to store and retrieve data

    - by TechFusion
    I have created Window Based application and tab bar controller as root controller. My objective is to store Text Field data values in one tab bar VC and will be accessible and editable by other VC and also retrievable when application start. I am looking to use NSMutableDictionary class in AppDelegate so that I can access stored Data Values with keys. //TestAppDelegate.h extern NSString *kNamekey ; extern NSString *kUserIDkey ; extern NSString *kPasswordkey ; @interface TestAppDelegate :NSObject{ UIWindow *window; IBOutlet UITabBarController *rootController; NSMutableDictionary *outlineData ; } @property(nonatomic,retain)IBOutlet UIWindow *window; @property(nonatomic,retain)IBOutlet UITabBarController *rootController; @property(nonatomic,retain) NSMutableDictionary *outlineData ; @end //TestAppDelegate.m import "TestAppDelegate.h" NSString *kNamekey =@"Namekey"; NSString *kUserIDkey =@"UserIDkey"; NSString *kPasswordkey =@"Passwordkey"; @implemetation TestAppDelegate @synthesize outlineData ; -(void)applicationDidFinishLaunching:(UIApplication)application { NSMutableDictionary *tempMutableCopy = [[[NSUserDefaults standardUserDefaults] objectForKey:kRestoreLocationKey] mutableCopy]; self.outlineData = tempMutableCopy; [tempMutableCopy release]; if(outlineData == nil){ NSString *NameDefault = NULL; NSString *UserIDdefault= NULL; NSString *Passworddefault= NULL; NSMutableDictionary *appDefaults = [NSMutableDictionary dictionaryWithObjectsAndKeys: NameDefault, kNamekey , UserIDdefault, kUserIDkey , Passworddefault, kPasswordkey , nil]; self.outlineData = appDefaults; [appDefaults release]; } [window addSubview:rootController.view]; [window makeKeyAndVisible]; NSMutableDictionary *savedLocationDict = [NSMutableDictionary dictionaryWithObject:outlineData forKey:kRestoreLocationKey]; [[NSUserDefaults standardUserDefaults] registerDefaults:savedLocationDict]; [[NSUserDefaults standardUserDefaults] synchronize]; } -(void)applicationWillTerminate:(UIApplication *)application { [[NSUserDefaults standardUserDefaults] setObject:outlineData forKey:kRestoreLocationKey]; } @end Here ViewController is ViewController of Navigation Controller which is attached with one tab bar.. I have attached xib file with ViewController //ViewController.h @interface IBOutlet UITextField *Name; IBOutlet UITextField *UserId; IBOutlet UITextField *Password; } @property(retain,nonatomic) IBOutlet UITextField *Name @property(retain,nonatomic) IBOutlet UITextField *UserId; @property(retain,nonatomic) IBOutlet UITextField *Password; -(IBAction)Save:(id)sender; @end Here in ViewController.m, I am storing object values with keys. /ViewController.m -(IBAction)Save:(id)sender{ TestAppDelegate appDelegate = (TestAppDelegate)[[UIApplication sharedApplication] delegate]; [appDelegate.outlineData setObject:Name.text forKey:kNamekey ]; [appDelegate.outlineData setObject:UserId.text forKey:kUserIDkey ]; [appDelegate.outlineData setObject:Password.text forKey:kPasswordkey]; [[NSUserDefaults standardUserDefaults] synchronize]; } I am accessing stored object using following method. -(void)loadData { TabBarAppDelegate *appDelegate = (TabBarAppDelegate *)[[UIApplication sharedApplication] delegate]; Name = [appDelegate.outlineData objectForKey:kNamekey ]; UserId = [appDelegate.outlineData objectForKey:kUserIDkey ]; Password = [appDelegate.outlineData objectForKey:kPasswordkey]; [Name release]; [UserId release]; [Password release]; } I am getting EXEC_BAD_ACCESS in application. Where I am making mistake ? Thanks,

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  • C++ custom exceptions: run time performance and passing exceptions from C++ to C

    - by skyeagle
    I am writing a custom C++ exception class (so I can pass exceptions occuring in C++ to another language via a C API). My initial plan of attack was to proceed as follows: //C++ myClass { public: myClass(); ~myClass(); void foo() // throws myException int foo(const int i, const bool b) // throws myException } * myClassPtr; // C API #ifdef __cplusplus extern "C" { #endif myClassPtr MyClass_New(); void MyClass_Destroy(myClassPtr p); void MyClass_Foo(myClassPtr p); int MyClass_FooBar(myClassPtr p, int i, bool b); #ifdef __cplusplus }; #endif I need a way to be able to pass exceptions thrown in the C++ code to the C side. The information I want to pass to the C side is the following: (a). What (b). Where (c). Simple Stack Trace (just the sequence of error messages in order they occured, no debugging info etc) I want to modify my C API, so that the API functions take a pointer to a struct ExceptionInfo, which will contain any exception info (if an exception occured) before consuming the results of the invocation. This raises two questions: Question 1 1. Implementation of each of the C++ methods exposed in the C API needs to be enclosed in a try/catch statement. The performance implications for this seem quite serious (according to this article): "It is a mistake (with high runtime cost) to use C++ exception handling for events that occur frequently, or for events that are handled near the point of detection." At the same time, I remember reading somewhere in my C++ days, that all though exception handling is expensive, it only becmes expensive when an exception actually occurs. So, which is correct?. what to do?. Is there an alternative way that I can trap errors safely and pass the resulting error info to the C API?. Or is this a minor consideration (the article after all, is quite old, and hardware have improved a bit since then). Question 2 I wuld like to modify the exception class given in that article, so that it contains a simple stack trace, and I need some help doing that. Again, in order to make the exception class 'lightweight', I think its a good idea not to include any STL classes, like string or vector (good idea/bad idea?). Which potentially leaves me with a fixed length C string (char*) which will be stack allocated. So I can maybe just keep appending messages (delimted by a unique separator [up to maximum length of buffer])... Its been a while since I did any serious C++ coding, and I will be grateful for the help. BTW, this is what I have come up with so far (I am intentionally, not deriving from std::exception because of the performance reasons mentioned in the article, and I am instead, throwing an integral exception (based on an exception enumeration): class fast_exception { public: fast_exception(int what, char const* file=0, int line=0) : what_(what), line_(line), file_(file) {/*empty*/} int what() const { return what_; } int line() const { return line_; } char const* file() const { return file_; } private: int what_; int line_; char const[MAX_BUFFER_SIZE] file_; }

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  • Ninject 3.0 MVC kernel.bind error Auto Registration

    - by user295734
    Getting and error on kernel.Bind(scanner = ... "scanner" has the little error line under it in VS 2010. Cannot convert lambda expression to type 'System.Type[]' because it is not a delegate type Tyring to Auto Register like the old kernel.scan in 2.0. I can not figure out what i am doing wrong. Added and removed so many Ninject packages. completely lost, getting to be a big waste of time. using System; using System.Web; using Microsoft.Web.Infrastructure.DynamicModuleHelper; using Ninject; using Ninject.Web.Common; //using Ninject.Extensions.Conventions; using Ninject.Web.WebApi; using Ninject.Web.Mvc; using CommonServiceLocator.NinjectAdapter; using System.Reflection; using System.IO; using LR.Repository; using LR.Repository.Interfaces; using LR.Service.Interfaces; using System.Web.Http; public static class NinjectWebCommon { private static readonly Bootstrapper bootstrapper = new Bootstrapper(); /// <summary> /// Starts the application /// </summary> public static void Start() { DynamicModuleUtility.RegisterModule(typeof(OnePerRequestHttpModule)); DynamicModuleUtility.RegisterModule(typeof(NinjectHttpModule)); bootstrapper.Initialize(CreateKernel); } /// <summary> /// Stops the application. /// </summary> public static void Stop() { bootstrapper.ShutDown(); } /// <summary> /// Creates the kernel that will manage your application. /// </summary> /// <returns>The created kernel.</returns> private static IKernel CreateKernel() { var kernel = new StandardKernel(); kernel.Bind<Func<IKernel>>().ToMethod(ctx => () => new Bootstrapper().Kernel); kernel.Bind<IHttpModule>().To<HttpApplicationInitializationHttpModule>(); RegisterServices(kernel); return kernel; } /// <summary> /// Load your modules or register your services here! /// </summary> /// <param name="kernel">The kernel.</param> private static void RegisterServices(IKernel kernel) { kernel.Bind(scanner => scanner.FromAssembliesInPath(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location)) .Select(IsServiceType) .BindToDefaultInterface() .Configure(binding => binding.InSingletonScope()) ); } private static bool IsServiceType(Type type) { // temp return true; // .Any() is not recognized either. return true; // type.IsClass && type.GetInterfaces().Any(intface => intface.Name == "I" + type.Name); }

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  • How I can export a datatable to MS word 2007, excel 2007,csv from asp.net?

    - by bala3569
    Hi, I am using the below code to Export DataTable to MS Word,Excel,CSV format & it's working fine. But problem is that this code export to MS Word 2003,Excel 2003 version. I need to Export my DataTable to Word 2007,Excel 2007,CSV because I am supposed to handle more than 100,000 records at a time and as we know Excel 2003 supports for only 65,000 records. Please help me out if you know that how to export DataTable or DataSet to MS Word 2007,Excel 2007. public static void Convertword(DataTable dt, HttpResponse Response,string filename) { Response.Clear(); Response.AddHeader("content-disposition", "attachment;filename=" + filename + ".doc"); Response.Charset = ""; Response.Cache.SetCacheability(HttpCacheability.NoCache); Response.ContentType = "application/vnd.word"; System.IO.StringWriter stringWrite = new System.IO.StringWriter(); System.Web.UI.HtmlTextWriter htmlWrite = new System.Web.UI.HtmlTextWriter(stringWrite); System.Web.UI.WebControls.GridView dg = new System.Web.UI.WebControls.GridView(); dg.DataSource = dt; dg.DataBind(); dg.RenderControl(htmlWrite); Response.Write(stringWrite.ToString()); Response.End(); //HttpContext.Current.ApplicationInstance.CompleteRequest(); } public static void Convertexcel(DataTable dt, HttpResponse Response, string filename) { Response.Clear(); Response.AddHeader("content-disposition", "attachment;filename=" + filename + ".xls"); Response.Charset = ""; Response.Cache.SetCacheability(HttpCacheability.NoCache); Response.ContentType = "application/vnd.ms-excel"; System.IO.StringWriter stringWrite = new System.IO.StringWriter(); System.Web.UI.HtmlTextWriter htmlWrite = new System.Web.UI.HtmlTextWriter(stringWrite); System.Web.UI.WebControls.DataGrid dg = new System.Web.UI.WebControls.DataGrid(); dg.DataSource = dt; dg.DataBind(); dg.RenderControl(htmlWrite); Response.Write(stringWrite.ToString()); Response.End(); //HttpContext.Current.ApplicationInstance.CompleteRequest(); } public static void ConvertCSV(DataTable dataTable, HttpResponse Response, string filename) { Response.Clear(); Response.Buffer = true; Response.AddHeader("content-disposition", "attachment;filename=" + filename + ".csv"); Response.Charset = ""; Response.Cache.SetCacheability(HttpCacheability.NoCache); Response.ContentType = "Application/x-msexcel"; StringBuilder sb = new StringBuilder(); if (dataTable.Columns.Count != 0) { foreach (DataColumn column in dataTable.Columns) { sb.Append(column.ColumnName + ','); } sb.Append("\r\n"); foreach (DataRow row in dataTable.Rows) { foreach (DataColumn column in dataTable.Columns) { if(row[column].ToString().Contains(',')==true) { row[column] = row[column].ToString().Replace(",", ""); } sb.Append(row[column].ToString() + ','); } sb.Append("\r\n"); } } Response.Write(sb.ToString()); Response.End(); //HttpContext.Current.ApplicationInstance.CompleteRequest(); }

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  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4

    - by charmaine
    Basically i am working through a book called..Foundation Actionscript 3.0 Animation, making things move. i am now on Chapter 9 - collision detection. On two lines of my code i get the 1135 error, letting me know that i have an incorrect number of arguments. Can anybody help me out on why this may be? package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); centerBall = new Ball(100, 0xcccccc); addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff); ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } ***private function move(ball:Ball):void*** { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } ***if(ball.y + ball.radius > stage.stageHeight)*** { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } The bold parts are the lines im having trouble with! please help..thanks in advance!!

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • Is it possible to specify a generic constraint for a type parameter to be convertible FROM another t

    - by fostandy
    Suppose I write a library with the following: public class Bar { /* ... */ } public class SomeWeirdClass<T> where T : ??? { public T BarMaker(Bar b) { // ... play with b T t = (T)b return (T) b; } } Later, I expect users to use my library by defining their own types which are convertible to Bar and using the SomeWeirdClass 'factory'. public class Foo { public static explicit operator Foo(Bar f) { return new Bar(); } } public class Demo { public static void demo() { Bar b = new Bar(); SomeWeirdClass<Foo> weird = new SomeWeirdClass<Foo>(); Foo f = weird.BarMaker(b); } } this will compile if i set where T : Foo but the problem is that I don't know about Foo at the library's compile time, and I actually want something more like where T : some class that can be instantiated, given a Bar Is this possible? From my limited knowledge it does not seem to be, but the ingenuity of the .NET framework and its users always surprises me... This may or not be related to the idea of static interface methods - at least, I can see the value in being able to specify the presence of factory methods to create objects (similar to the same way that you can already perform where T : new()) edit: Solution - thanks to Nick and bzIm - For other readers I'll provide a completed solution as I understand it: edit2: This solution requires Foo to expose a public default constructor. For an even stupider better solution that does not require this see the very bottom of this post. public class Bar {} public class SomeWeirdClass<T> where T : IConvertibleFromBar<T>, new() { public T BarMaker(Bar b) { T t = new T(); t.Convert(b); return t; } } public interface IConvertibleFromBar<T> { T Convert(Bar b); } public class Foo : IConvertibleFromBar<Foo> { public static explicit operator Foo(Bar f) { return null; } public Foo Convert(Bar b) { return (Foo) b; } } public class Demo { public static void demo() { Bar b = new Bar(); SomeWeirdClass<Foo> weird = new SomeWeirdClass<Foo>(); Foo f = weird.BarMaker(b); } } edit2: Solution 2: Create a type convertor factory to use: #region library defined code public class Bar {} public class SomeWeirdClass<T, TFactory> where TFactory : IConvertorFactory<Bar, T>, new() { private static TFactory convertor = new TFactory(); public T BarMaker(Bar b) { return convertor.Convert(b); } } public interface IConvertorFactory<TFrom, TTo> { TTo Convert(TFrom from); } #endregion #region user defined code public class BarToFooConvertor : IConvertorFactory<Bar, Foo> { public Foo Convert(Bar from) { return (Foo) from; } } public class Foo { public Foo(int a) {} public static explicit operator Foo(Bar f) { return null; } public Foo Convert(Bar b) { return (Foo) b; } } #endregion public class Demo { public static void demo() { Bar b = new Bar(); SomeWeirdClass<Foo, BarToFooConvertor> weird = new SomeWeirdClass<Foo, BarToFooConvertor>(); Foo f = weird.BarMaker(b); } }

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