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  • Do I need to manually create indexes for a DBIx::Class belongs_to relationship

    - by Dancrumb
    I'm using the DBIx::Class modules for an ORM approach to an application I have. I'm having some problems with my relationships. I have the following package MySchema::Result::ClusterIP; use strict; use warnings; use base qw/DBIx::Class::Core/; our $VERSION = '1.0'; __PACKAGE__->load_components(qw/InflateColumn::Object::Enum Core/); __PACKAGE__->table('cluster_ip'); __PACKAGE__->add_columns( # Columns here ); __PACKAGE__->set_primary_key('objkey'); __PACKAGE__->belongs_to( 'configuration' => 'MySchema::Result::Configuration', 'config_key'); __PACKAGE__->belongs_to( 'cluster' => 'MySchema::Result::Cluster', { 'foreign.config_key' => 'self.config_key', 'foreign.id' => 'self.cluster_id' } ); As well as package MySchema::Result::Cluster; use strict; use warnings; use base qw/DBIx::Class::Core/; our $VERSION = '1.0'; __PACKAGE__->load_components(qw/InflateColumn::Object::Enum Core/); __PACKAGE__->table('cluster'); __PACKAGE__->add_columns( # Columns here ); __PACKAGE__->set_primary_key('objkey'); __PACKAGE__->belongs_to( 'configuration' => 'MySchema::Result::Configuration', 'config_key'); __PACKAGE__->has_many('cluster_ip' => 'MySchema::Result::ClusterIP', { 'foreign.config_key' => 'self.config_key', 'foreign.cluster_id' => 'self.id' }); There are a couple of other modules, but I don't believe that they are relevant. When I attempt to deploy this schema, I get the following error: DBIx::Class::Schema::deploy(): DBI Exception: DBD::mysql::db do failed: Can't create table 'test.cluster_ip' (errno: 150) [ for Statement "CREATE TABLE `cluster_ip` ( `objkey` smallint(5) unsigned NOT NULL auto_increment, `config_key` smallint(5) unsigned NOT NULL, `cluster_id` char(16) NOT NULL, INDEX `cluster_ip_idx_config_key_cluster_id` (`config_key`, `cluster_id`), INDEX `cluster_ip_idx_config_key` (`config_key`), PRIMARY KEY (`objkey`), CONSTRAINT `cluster_ip_fk_config_key_cluster_id` FOREIGN KEY (`config_key`, `cluster_id`) REFERENCES `cluster` (`config_key`, `id`) ON DELETE CASCADE ON UPDATE CASCADE, CONSTRAINT `cluster_ip_fk_config_key` FOREIGN KEY (`config_key`) REFERENCES `configuration` (`config_key`) ON DELETE CASCADE ON UPDATE CASCADE ) ENGINE=InnoDB"] at test_deploy.pl line 18 (running "CREATE TABLE `cluster_ip` ( `objkey` smallint(5) unsigned NOT NULL auto_increment, `config_key` smallint(5) unsigned NOT NULL, `cluster_id` char(16) NOT NULL, INDEX `cluster_ip_idx_config_key_cluster_id` (`config_key`, `cluster_id`), INDEX `cluster_ip_idx_config_key` (`config_key`), PRIMARY KEY (`objkey`), CONSTRAINT `cluster_ip_fk_config_key_cluster_id` FOREIGN KEY (`config_key`, `cluster_id`) REFERENC ES `cluster` (`config_key`, `id`) ON DELETE CASCADE ON UPDATE CASCADE, CONSTRAINT `cluster_ip_fk_config_key` FOREIGN KEY (`config_key`) REFERENCES `configuration` (`conf ig_key`) ON DELETE CASCADE ON UPDATE CASCADE ) ENGINE=InnoDB") at test_deploy.pl line 18 From what I can tell, MySQL is complaining about the FOREIGN KEY constraint, in particular, the REFERENCE to (config_key, id) in the cluster table. From my reading of the MySQL documentation, this seems like a reasonable complaint, especially in regards to the third bullet point on this doc page. Here's my question. Am I missing something in the DBIx::Class module? I realize that I could explicitly create the necessary index to match up with this foreign key constraint, but that seems to be repetitive work. Is there something I should be doing to make this occur implicitly?

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  • Jquery validation in asp.net mvc

    - by Suja
    I have a view to create a DocumentTemplate <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage" % <%@ Import Namespace="HexsolveMVC.Helpers" % Create <script type="text/javascript"> $(document).ready(function() { $("#reset").click(function(event) { $("#Part").get(0).selectedIndex = 0; $("#txtDocTitle").val(""); $("#txtarDocDesc").val(""); }); }); }); </script> <div class="container"> <div class="outer"> <div class="main_content"> <div> <%=Html.BreadCrumb(Model.BreadCrumbs)%> </div> <div class="form_container"> <h1> Document Template</h1> <ul> <li> <label> <span class="mandatory">*</span>Engine model:</label> <%=Html.DropDownList("Part", (SelectList)ViewData["Part"])%> <span class="tagline">Please select the engine model <%--<a href="#">Need Help</a>--%></span> </li> <li> <label> <span class="mandatory">*</span>Document Title:</label> <input id="txtDocTitle" name="docTitle" type="text" class="formstyle" /> </li> <li> <label> Discription:</label> <textarea name="docDesc" id="txtarDocDesc" cols="45" rows="5"></textarea> </li> <li> <div class="button_panel"> <input name="button" type="submit" class="btn_create_doc_big" id="button" value="Create" /> <span class="reset_field"><a href="#" id="reset">Reset the form</a></span><span class="mandatory_tag">[ <span class="mandatory">*</span> Mandatory fields ]</span> <div class="clear"> </div> </div> <span class="tagline">By clicking on '<span class="tagline_highlight">Create</span>' button your document will be created.<br /> And after you can add new instructions and subsections easily.</span></li> </ul> <div> <h2> Example of how to work a document </h2> <img alt="" src="../../html/images/diagram.jpg" width="738" height="172" /></div> </div> </div> <div class="clear"> </div> </div> </div> I need to validate the txtDocTitle since its a required field. How can i do this using jQuery. I cannot use Model validation coz this same model is used for other views also and it have properties from other tables. I need something to do with jQuery.

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  • IE7 rendering bug: Heading before a floated list

    - by Tomalak
    Can somebody please explain this IE7 bug to me? It occurs in Standards and Quirks mode rendering, it does not occur in Firefox, Chrome or IE8 (though switching the rendering engine via IE8 developer tools will provoke it). Here's the HTML to reproduce the behavior: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Test</title> <style type="text/css"> /* h1 { margin: 0px; } */ ul { padding: 0; margin: 0; list-style-type: none; } ul li { float: left; width: 140px; padding: 3px; } div { clear: left; padding: 3px; } div, li { background-color: OrangeRed; } /* ul { border: 1px solid blue; } */ </style> </head> <body> <h1>Heading 1</h1> <ul class="t"> <li>bla 1</li><li>bla 2</li><li>bla 3</li> </ul> <div>yada</div> </body> </html> This renders a floated <ul> above a <div> (supposed to be a tabbed user interface). There's an unexplained gap between the <div> and the <ul>. Now do one of the following: Uncomment the CSS rule for <h1>. The gap disappears and the list is rendered tight to the <div>, but also very close to the <h1>. Alternatively, uncomment the CSS rule for <ul>. Now a narrow blue border is rendered above the <ul>, but the gap disappears. My questions: How can the <h1> margin (I suppose any block level element with a defined margin will do) affect the space below the list? Can I prevent this from happening without having to set header margins to 0 or messing with the <ul> borders (setting border-width: 0; does not work BTW)? I suppose it is connected to the <ul> having no width because it has only floated children. Maybe someone with more insight into IE7 peculiarities than I have can explain what the rendering engine is doing here. Thanks!

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  • HMTL5 Anti Aliasing Browser Disable

    - by Tappa Tappa
    I am forced to consider writing a library to handle the fundamental basics of drawing lines, thick lines, circles, squares etc. of an HTML5 canvas because I can't disable a feature embedded in the browser rendering of the core canvas algorithms. Am I forced to build the HTML5 Canvas rendering process from the ground up? If I am, who's in with me to do this? Who wants to change the world? Imagine a simple drawing application written in HTML5... you draw a shape... a closed shape like a rudimentary circle, free hand, more like an onion than a circle (well, that's what mine would look like!)... then imagine selecting a paint bucket icon and clicking inside that shape you drew and expecting it to be filled with a color of your choice. Imagine your surprise as you selected "Paint Bucket" and clicked in the middle of your shape and it filled your shape with color... BUT, not quite... HANG ON... this isn't right!!! On the inside of the edge of the shape you drew is a blur between the background color and your fill color and the edge color... the fill seems to be flawed. You wanted a straight forward "Paint Bucket" / "Fill"... you wanted to draw a shape and then fill it with a color... no fuss.... fill the whole damned inside of your shape with the color you choose. Your web browser has decided that when you draw the lines to define your shape they will be anti-aliased. If you draw a black line for your shape... well, the browser will draw grey pixels along the edges, in places... to make it look like a "better" line. Yeah, a "better" line that **s up the paint / flood fill process. How much does is cost to pay off the browser developers to expose a property to disable their anti-aliasing rendering? Disabling would save milliseconds for their rendering engine, surely! Bah, I really don't want to have to build my own canvas rendering engine using Bresenham line rendering algorithm... WHAT CAN BE DONE... HOW CAN THIS BE CHANGED!!!??? Do I need to start a petition aimed at the WC3???? Will you include your name if you are interested??? UPDATED function DrawLine(objContext, FromX, FromY, ToX, ToY) { var dx = Math.abs(ToX - FromX); var dy = Math.abs(ToY - FromY); var sx = (FromX < ToX) ? 1 : -1; var sy = (FromY < ToY) ? 1 : -1; var err = dx - dy; var CurX, CurY; CurX = FromX; CurY = FromY; while (true) { objContext.fillRect(CurX, CurY, objContext.lineWidth, objContext.lineWidth); if ((CurX == ToX) && (CurY == ToY)) break; var e2 = 2 * err; if (e2 > -dy) { err -= dy; CurX += sx; } if (e2 < dx) { err += dx; CurY += sy; } } }

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  • What language/framework (technology) to use for website (flash games portal)

    - by cripox
    Hello, I know there are a lot of similar questions on the net, but because I am a newbie in web development I didn't find the solution for my specific problem. I am planing on creating a flash games portal from scratch. It is a big chance that there will be big traffic from the beginning (millions of pageviews). I want to reduce the server costs as much as possible but in the same time to not be tide to an expensive contract as there is a chance that the project will not be as successfully as I want and in that case the money would be very little. The question is : what technology to use? I don't know any web dev technology yet so it doesn't matter what I will learn. My web dev experience is a little php 8 years ago, and from then I programmed in C++ / Java- game and mobile development. I like Java and C syntax and language very much and I tend to dislike dynamic typing or non robust scripting (like php)- but I can get along if these are the best choices. The candidates are now: - Grails (my best for now) Ruby on Rails Cake PHP Other technologies (Google App Engine, Python/Django etc...) I was considering at first using pure C and compiling the web app in the server- just to squeeze more from the servers, but soon I understand that this is overkill. Next my eyes came on Ruby - as there is a lot of buzz for it's easiness of use. Next I discovered Grails and looked at Java because it is said that it is "faster". But I don't know what this "Faster" really means on my needs, so here comes the first question: 1) What will be my biggest consumption on the server, other than bandwidth, for a lot of flash content requests? Is it memory? I heard that Java needs a lot of memory, but is faster. Is it CPU? I am planning to take some daily VPS.NET nodes at first, to see if there is a demand, and if the "spike" is permanent to move to a dedicated server (serverloft.com has some good offers), else to remain with less nodes. I was also considering developing in Google App Engine- cheap or free hosting to use at first - so I can test my assumption- and also very easy to use (no need for sys administration) but the costs became high if used more ( 3 million games played / month .. x mb/ each). And the issue with Google is that it looks me in this technology. My other concern is scalability (not only for traffic/users, but as adding functionality) My plans are to release a functional site in just 4 weeks (just the basics frontend and some quick basic backend - so I can be able to modify some things and add games manually) - but then to raise it and add more things to it. I am planning to take a little different approach than other portals so I need to write it from scratch (a script will not do). 2) Will Grails take much more resources than RoR or Php server wise? I heard that making it on Java stack will be hardware expensive and is overkill if you don't make a bank application. My application will not be very complex (I hope and i will try to) but will have a lot of traffic. I also took in account using CDN for files, but the cheapest CDN found was 5c/GB (vps.net) and the cost per gb on serverloft (http://www.serverloft.com/dedizierte-server/server-details.php?products=4) is only 1.79 cents/GB and comes with the other resources either. I am new to this domain (web). I am learning the ropes and searching on the web for ~half of year but don't have any really practical experience, so I know that I must have some naive thinking and other issues that i don't know from now, so please give me any advice you want regarding anything, not just the specific questions asked. And thank you so much for such great community!

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  • How can I resolve Hibernate 3's ConstraintViolationException when updating a Persistent Entity's Col

    - by Tim Visher
    I'm trying to discover why two nearly identical class sets are behaving different from Hibernate 3's perspective. I'm fairly new to Hibernate in general and I'm hoping I'm missing something fairly obvious about the mappings or timing issues or something along those lines but I spent the whole day yesterday staring at the two sets and any differences that would lead to one being able to be persisted and the other not completely escaped me. I appologize in advance for the length of this question but it all hinges around some pretty specific implementation details. I have the following class mapped with Annotations and managed by Hibernate 3.? (if the specific specific version turns out to be pertinent, I'll figure out what it is). Java version is 1.6. ... @Embeddable public class JobStateChange implements Comparable<JobStateChange> { @Temporal(TemporalType.TIMESTAMP) @Column(nullable = false) private Date date; @Enumerated(EnumType.STRING) @Column(nullable = false, length = JobState.FIELD_LENGTH) private JobState state; @ManyToOne(fetch = FetchType.LAZY) @JoinColumn(name = "acting_user_id", nullable = false) private User actingUser; public JobStateChange() { } @Override public int compareTo(final JobStateChange o) { return this.date.compareTo(o.date); } @Override public boolean equals(final Object obj) { if (this == obj) { return true; } else if (!(obj instanceof JobStateChange)) { return false; } JobStateChange candidate = (JobStateChange) obj; return this.state == candidate.state && this.actingUser.equals(candidate.getUser()) && this.date.equals(candidate.getDate()); } @Override public int hashCode() { return this.state.hashCode() + this.actingUser.hashCode() + this.date.hashCode(); } } It is mapped as a Hibernate CollectionOfElements in the class Job as follows: ... @Entity @Table( name = "job", uniqueConstraints = { @UniqueConstraint( columnNames = { "agency", //Job Name "payment_type", //Job Name "payment_file", //Job Name "date_of_payment", "payment_control_number", "truck_number" }) }) public class Job implements Serializable { private static final long serialVersionUID = -1131729422634638834L; ... @org.hibernate.annotations.CollectionOfElements @JoinTable(name = "job_state", joinColumns = @JoinColumn(name = "job_id")) @Sort(type = SortType.NATURAL) private final SortedSet<JobStateChange> stateChanges = new TreeSet<JobStateChange>(); ... public void advanceState( final User actor, final Date date) { JobState nextState; LOGGER.debug("Current state of {} is {}.", this, this.getCurrentState()); if (null == this.currentState) { nextState = JobState.BEGINNING; } else { if (!this.isAdvanceable()) { throw new IllegalAdvancementException(this.currentState.illegalAdvancementStateMessage); } if (this.currentState.isDivergent()) { nextState = this.currentState.getNextState(this); } else { nextState = this.currentState.getNextState(); } } JobStateChange stateChange = new JobStateChange(nextState, actor, date); this.setCurrentState(stateChange.getState()); this.stateChanges.add(stateChange); LOGGER.debug("Advanced {} to {}", this, this.getCurrentState()); } private void setCurrentState(final JobState jobState) { this.currentState = jobState; } boolean isAdvanceable() { return this.getCurrentState().isAdvanceable(this); } ... @Override public boolean equals(final Object obj) { if (obj == this) { return true; } else if (!(obj instanceof Job)) { return false; } Job otherJob = (Job) obj; return this.getName().equals(otherJob.getName()) && this.getDateOfPayment().equals(otherJob.getDateOfPayment()) && this.getPaymentControlNumber().equals(otherJob.getPaymentControlNumber()) && this.getTruckNumber().equals(otherJob.getTruckNumber()); } @Override public int hashCode() { return this.getName().hashCode() + this.getDateOfPayment().hashCode() + this.getPaymentControlNumber().hashCode() + this.getTruckNumber().hashCode(); } ... } The purpose of JobStateChange is to record when the Job moves through a series of State Changes that are outline in JobState as enums which know about advancement and decrement rules. The interface used to advance Jobs through a series of states is to call Job.advanceState() with a Date and a User. If the Job is advanceable according to rules coded in the enum, then a new StateChange is added to the SortedSet and everyone's happy. If not, an IllegalAdvancementException is thrown. The DDL this generates is as follows: ... drop table job; drop table job_state; ... create table job ( id bigint generated by default as identity, current_state varchar(25), date_of_payment date not null, beginningCheckNumber varchar(8) not null, item_count integer, agency varchar(10) not null, payment_file varchar(25) not null, payment_type varchar(25) not null, endingCheckNumber varchar(8) not null, payment_control_number varchar(4) not null, truck_number varchar(255) not null, wrapping_system_type varchar(15) not null, printer_id bigint, primary key (id), unique (agency, payment_type, payment_file, date_of_payment, payment_control_number, truck_number) ); create table job_state ( job_id bigint not null, acting_user_id bigint not null, date timestamp not null, state varchar(25) not null, primary key (job_id, acting_user_id, date, state) ); ... alter table job add constraint FK19BBD12FB9D70 foreign key (printer_id) references printer; alter table job_state add constraint FK57C2418FED1F0D21 foreign key (acting_user_id) references app_user; alter table job_state add constraint FK57C2418FABE090B3 foreign key (job_id) references job; ... The database is seeded with the following data prior to running tests ... insert into job (id, agency, payment_type, payment_file, payment_control_number, date_of_payment, beginningCheckNumber, endingCheckNumber, item_count, current_state, printer_id, wrapping_system_type, truck_number) values (-3, 'RRB', 'Monthly', 'Monthly','4501','1998-12-01 08:31:16' , '00000001','00040000', 40000, 'UNASSIGNED', null, 'KERN', '02'); insert into job_state (job_id, acting_user_id, date, state) values (-3, -1, '1998-11-30 08:31:17', 'UNASSIGNED'); ... After the database schema is automatically generated and rebuilt by the Hibernate tool. The following test runs fine up until the call to Session.flush() ... @ContextConfiguration(locations = { "/applicationContext-data.xml", "/applicationContext-service.xml" }) public class JobDaoIntegrationTest extends AbstractTransactionalJUnit4SpringContextTests { @Autowired private JobDao jobDao; @Autowired private SessionFactory sessionFactory; @Autowired private UserService userService; @Autowired private PrinterService printerService; ... @Test public void saveJob_JobAdvancedToAssigned_AllExpectedStateChanges() { //Get an unassigned Job Job job = this.jobDao.getJob(-3L); assertEquals(JobState.UNASSIGNED, job.getCurrentState()); Date advancedToUnassigned = new GregorianCalendar(1998, 10, 30, 8, 31, 17).getTime(); assertEquals(advancedToUnassigned, job.getStateChange(JobState.UNASSIGNED).getDate()); //Satisfy advancement constraints and advance job.setPrinter(this.printerService.getPrinter(-1L)); Date advancedToAssigned = new Date(); job.advanceState( this.userService.getUserByUsername("admin"), advancedToAssigned); assertEquals(JobState.ASSIGNED, job.getCurrentState()); assertEquals(advancedToUnassigned, job.getStateChange(JobState.UNASSIGNED).getDate()); assertEquals(advancedToAssigned, job.getStateChange(JobState.ASSIGNED).getDate()); //Persist to DB this.sessionFactory.getCurrentSession().flush(); ... } ... } The error thrown is SQLCODE=-803, SQLSTATE=23505: could not insert collection rows: [jaci.model.job.Job.stateChanges#-3] org.hibernate.exception.ConstraintViolationException: could not insert collection rows: [jaci.model.job.Job.stateChanges#-3] at org.hibernate.exception.SQLStateConverter.convert(SQLStateConverter.java:94) at org.hibernate.exception.JDBCExceptionHelper.convert(JDBCExceptionHelper.java:66) at org.hibernate.persister.collection.AbstractCollectionPersister.insertRows(AbstractCollectionPersister.java:1416) at org.hibernate.action.CollectionUpdateAction.execute(CollectionUpdateAction.java:86) at org.hibernate.engine.ActionQueue.execute(ActionQueue.java:279) at org.hibernate.engine.ActionQueue.executeActions(ActionQueue.java:263) at org.hibernate.engine.ActionQueue.executeActions(ActionQueue.java:170) at org.hibernate.event.def.AbstractFlushingEventListener.performExecutions(AbstractFlushingEventListener.java:321) at org.hibernate.event.def.DefaultFlushEventListener.onFlush(DefaultFlushEventListener.java:50) at org.hibernate.impl.SessionImpl.flush(SessionImpl.java:1027) at jaci.dao.JobDaoIntegrationTest.saveJob_JobAdvancedToAssigned_AllExpectedStateChanges(JobDaoIntegrationTest.java:98) at org.springframework.test.context.junit4.SpringTestMethod.invoke(SpringTestMethod.java:160) at org.springframework.test.context.junit4.SpringMethodRoadie.runTestMethod(SpringMethodRoadie.java:233) at org.springframework.test.context.junit4.SpringMethodRoadie$RunBeforesThenTestThenAfters.run(SpringMethodRoadie.java:333) at org.springframework.test.context.junit4.SpringMethodRoadie.runWithRepetitions(SpringMethodRoadie.java:217) at org.springframework.test.context.junit4.SpringMethodRoadie.runTest(SpringMethodRoadie.java:197) at org.springframework.test.context.junit4.SpringMethodRoadie.run(SpringMethodRoadie.java:143) at org.springframework.test.context.junit4.SpringJUnit4ClassRunner.invokeTestMethod(SpringJUnit4ClassRunner.java:160) at org.springframework.test.context.junit4.SpringJUnit4ClassRunner.run(SpringJUnit4ClassRunner.java:97) Caused by: com.ibm.db2.jcc.b.lm: DB2 SQL Error: SQLCODE=-803, SQLSTATE=23505, SQLERRMC=1;ACI_APP.JOB_STATE, DRIVER=3.50.152 at com.ibm.db2.jcc.b.wc.a(wc.java:575) at com.ibm.db2.jcc.b.wc.a(wc.java:57) at com.ibm.db2.jcc.b.wc.a(wc.java:126) at com.ibm.db2.jcc.b.tk.b(tk.java:1593) at com.ibm.db2.jcc.b.tk.c(tk.java:1576) at com.ibm.db2.jcc.t4.db.k(db.java:353) at com.ibm.db2.jcc.t4.db.a(db.java:59) at com.ibm.db2.jcc.t4.t.a(t.java:50) at com.ibm.db2.jcc.t4.tb.b(tb.java:200) at com.ibm.db2.jcc.b.uk.Gb(uk.java:2355) at com.ibm.db2.jcc.b.uk.e(uk.java:3129) at com.ibm.db2.jcc.b.uk.zb(uk.java:568) at com.ibm.db2.jcc.b.uk.executeUpdate(uk.java:551) at org.hibernate.jdbc.NonBatchingBatcher.addToBatch(NonBatchingBatcher.java:46) at org.hibernate.persister.collection.AbstractCollectionPersister.insertRows(AbstractCollectionPersister.java:1389) Therein lies my problem… A nearly identical Class set (in fact, so identical that I've been chomping at the bit to make it a single class that serves both business entities) runs absolutely fine. It is identical except for name. Instead of Job it's Web. Instead of JobStateChange it's WebStateChange. Instead of JobState it's WebState. Both Job and Web's SortedSet of StateChanges are mapped as a Hibernate CollectionOfElements. Both are @Embeddable. Both are SortType.Natural. Both are backed by an Enumeration with some advancement rules in it. And yet when a nearly identical test is run for Web, no issue is discovered and the data flushes fine. For the sake of brevity I won't include all of the Web classes here, but I will include the test and if anyone wants to see the actual sources, I'll include them (just leave a comment). The data seed: insert into web (id, stock_type, pallet, pallet_id, date_received, first_icn, last_icn, shipment_id, current_state) values (-1, 'PF', '0011', 'A', '2008-12-31 08:30:02', '000000001', '000080000', -1, 'UNSTAGED'); insert into web_state (web_id, date, state, acting_user_id) values (-1, '2008-12-31 08:30:03', 'UNSTAGED', -1); The test: ... @ContextConfiguration(locations = { "/applicationContext-data.xml", "/applicationContext-service.xml" }) public class WebDaoIntegrationTest extends AbstractTransactionalJUnit4SpringContextTests { @Autowired private WebDao webDao; @Autowired private UserService userService; @Autowired private SessionFactory sessionFactory; ... @Test public void saveWeb_WebAdvancedToNewState_AllExpectedStateChanges() { Web web = this.webDao.getWeb(-1L); Date advancedToUnstaged = new GregorianCalendar(2008, 11, 31, 8, 30, 3).getTime(); assertEquals(WebState.UNSTAGED, web.getCurrentState()); assertEquals(advancedToUnstaged, web.getState(WebState.UNSTAGED).getDate()); Date advancedToStaged = new Date(); web.advanceState( this.userService.getUserByUsername("admin"), advancedToStaged); this.sessionFactory.getCurrentSession().flush(); web = this.webDao.getWeb(web.getId()); assertEquals( "Web should have moved to STAGED State.", WebState.STAGED, web.getCurrentState()); assertEquals(advancedToUnstaged, web.getState(WebState.UNSTAGED).getDate()); assertEquals(advancedToStaged, web.getState(WebState.STAGED).getDate()); assertNotNull(web.getState(WebState.UNSTAGED)); assertNotNull(web.getState(WebState.STAGED)); } ... } As you can see, I assert that the Web was reconstituted the way I expect, I advance it, flush it to the DB, and then re-get it and verify that the states are as I expect. Everything works perfectly. Not so with Job. A possibly pertinent detail: the reconstitution code works fine if I cease to map JobStateChange.data as a TIMESTAMP and instead as a DATE, and ensure that all of the StateChanges always occur on different Dates. The problem is that this particular business entity can go through many state changes in a single day and so it needs to be sorted by time stamp rather than by date. If I don't do this then I can't sort the StateChanges correctly. That being said, WebStateChange.date is also mapped as a TIMESTAMP and so I again remain absolutely befuddled as to where this error is arising from. I tried to do a fairly thorough job of giving all of the technical details of the implementation but as this particular question is very implementation specific, if I missed anything just let me know in the comments and I'll include it. Thanks so much for your help! UPDATE: Since it turns out to be important to the solution of my problem, I have to include the pertinent bits of the WebStateChange class as well. ... @Embeddable public class WebStateChange implements Comparable<WebStateChange> { @Temporal(TemporalType.TIMESTAMP) @Column(nullable = false) private Date date; @Enumerated(EnumType.STRING) @Column(nullable = false, length = WebState.FIELD_LENGTH) private WebState state; @ManyToOne(fetch = FetchType.LAZY) @JoinColumn(name = "acting_user_id", nullable = false) private User actingUser; ... WebStateChange( final WebState state, final User actingUser, final Date date) { ExceptionUtils.illegalNullArgs(state, actingUser, date); this.state = state; this.actingUser = actingUser; this.date = new Date(date.getTime()); } @Override public int compareTo(final WebStateChange otherStateChange) { return this.date.compareTo(otherStateChange.date); } @Override public boolean equals(final Object candidate) { if (this == candidate) { return true; } else if (!(candidate instanceof WebStateChange)) { return false; } WebStateChange candidateWebState = (WebStateChange) candidate; return this.getState() == candidateWebState.getState() && this.getUser().equals(candidateWebState.getUser()) && this.getDate().equals(candidateWebState.getDate()); } @Override public int hashCode() { return this.getState().hashCode() + this.getUser().hashCode() + this.getDate().hashCode(); } ... }

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  • while running mvn jetty:run showing the following error ..

    - by munna
    C:\source\myprojectmvn jetty:run [INFO] Scanning for projects... [INFO] ------------------------------------------------------------------------ [INFO] Building AppFuse Spring MVC Application [INFO] task-segment: [jetty:run] [INFO] ------------------------------------------------------------------------ [INFO] Preparing jetty:run [WARNING] POM for 'xfire:xfire-jsr181-api:pom:1.0-M1:compile' is invalid. Its dependencies (if any) will NOT be available to the current build. [INFO] [warpath:add-classes {execution: default}] [INFO] [aspectj:compile {execution: default}] [INFO] [native2ascii:native2ascii {execution: native2ascii-utf8}] [INFO] [native2ascii:native2ascii {execution: native2ascii-8859_1}] [INFO] [resources:resources {execution: default-resources}] [WARNING] File encoding has not been set, using platform encoding Cp1252, i.e. b uild is platform dependent! [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 12 resources [INFO] Copying 1 resource [INFO] Copying 26 resources [INFO] Copying 26 resources [INFO] [compiler:compile {execution: default-compile}] [INFO] Nothing to compile - all classes are up to date [INFO] [resources:testResources {execution: default-testResources}] [WARNING] File encoding has not been set, using platform encoding Cp1252, i.e. b uild is platform dependent! [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 4 resources [INFO] Copying 9 resources [INFO] Preparing hibernate3:hbm2ddl [WARNING] Removing: hbm2ddl from forked lifecycle, to prevent recursive invocati on. [INFO] [warpath:add-classes {execution: default}] [INFO] [aspectj:compile {execution: default}] [INFO] [native2ascii:native2ascii {execution: native2ascii-utf8}] [INFO] [native2ascii:native2ascii {execution: native2ascii-8859_1}] [INFO] [resources:resources {execution: default-resources}] [WARNING] File encoding has not been set, using platform encoding Cp1252, i.e. b uild is platform dependent! [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 12 resources [INFO] Copying 1 resource [INFO] Copying 26 resources [INFO] Copying 26 resources [INFO] Copying 26 resources [INFO] Copying 26 resources [INFO] [hibernate3:hbm2ddl {execution: default}] [INFO] Configuration XML file loaded: file:/C:/source/myproject/src/main/resourc es/hibernate.cfg.xml [INFO] Configuration XML file loaded: file:/C:/source/myproject/src/main/resourc es/hibernate.cfg.xml [INFO] Configuration Properties file loaded: C:\source\myproject\target\classes\ jdbc.properties alter table user_role drop foreign key FK143BF46A4FD90D75; alter table user_role drop foreign key FK143BF46AF503D155; drop table if exists app_user; drop table if exists role; drop table if exists user_role; create table app_user (id bigint not null auto_increment, account_expired bit no t null, account_locked bit not null, address varchar(150), city varchar(50) not null, country varchar(100), postal_code varchar(15) not null, province varchar(1 00), credentials_expired bit not null, email varchar(255) not null unique, accou nt_enabled bit, first_name varchar(50) not null, last_name varchar(50) not null, password varchar(255) not null, password_hint varchar(255), phone_number varcha r(255), username varchar(50) not null unique, version integer, website varchar(2 55), primary key (id)) ENGINE=InnoDB; create table role (id bigint not null auto_increment, description varchar(64), n ame varchar(20), primary key (id)) ENGINE=InnoDB; create table user_role (user_id bigint not null, role_id bigint not null, primar y key (user_id, role_id)) ENGINE=InnoDB; alter table user_role add index FK143BF46A4FD90D75 (role_id), add constraint FK1 43BF46A4FD90D75 foreign key (role_id) references role (id); alter table user_role add index FK143BF46AF503D155 (user_id), add constraint FK1 43BF46AF503D155 foreign key (user_id) references app_user (id); [INFO] [compiler:testCompile {execution: default-testCompile}] [INFO] Nothing to compile - all classes are up to date [INFO] [dbunit:operation {execution: test-compile}] [INFO] [jetty:run {execution: default-cli}] [INFO] Configuring Jetty for project: AppFuse Spring MVC Application [INFO] Webapp source directory = C:\source\myproject\src\main\webapp [INFO] web.xml file = C:\source\myproject\src\main\webapp\WEB-INF\web.xml [INFO] Classes = C:\source\myproject\target\classes [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\applicationContext-validation.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\applicationContext.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\dispatcher-servlet.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\menu-config.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\urlrewrite.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\validation.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\validator-rules-custom.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\validator-rules.xml [INFO] Adding extra scan target from pattern: C:\source\myproject\src\main\webap p\WEB-INF\web.xml 2010-06-02 15:13:28.921::INFO: Logging to STDERR via org.mortbay.log.StdErrLog [INFO] Context path = / [INFO] Tmp directory = determined at runtime [INFO] Web defaults = org/mortbay/jetty/webapp/webdefault.xml [INFO] Web overrides = none [INFO] Webapp directory = C:\source\myproject\src\main\webapp [INFO] Starting jetty 6.1.9 ... 2010-06-02 15:13:28.983::INFO: jetty-6.1.9 2010-06-02 15:13:28.248::INFO: No Transaction manager found - if your webapp re quires one, please configure one. 2010-06-02 15:13:28.482:/:INFO: Initializing Spring root WebApplicationContext [myproject] ERROR [main] ContextLoader.initWebApplicationContext(215) | Context initialization failed org.springframework.beans.factory.BeanDefinitionStoreException: IOException pars ing XML document from ServletContext resource [/WEB-INF/xfire-servlet.xml]; nest ed exception is java.io.FileNotFoundException: Could not open ServletContext res ource [/WEB-INF/xfire-servlet.xml] at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:349) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:310) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:143) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:178) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:149) at org.springframework.web.context.support.XmlWebApplicationContext.load BeanDefinitions(XmlWebApplicationContext.java:124) at org.springframework.web.context.support.XmlWebApplicationContext.load BeanDefinitions(XmlWebApplicationContext.java:92) at org.springframework.context.support.AbstractRefreshableApplicationCon text.refreshBeanFactory(AbstractRefreshableApplicationContext.java:123) at org.springframework.context.support.AbstractApplicationContext.obtain FreshBeanFactory(AbstractApplicationContext.java:423) at org.springframework.context.support.AbstractApplicationContext.refres h(AbstractApplicationContext.java:353) at org.springframework.web.context.ContextLoader.createWebApplicationCon text(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationConte xt(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitiali zed(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler. java:540) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.jav a:1220) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java: 510) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448 ) at org.mortbay.jetty.plugin.Jetty6PluginWebAppContext.doStart(Jetty6Plug inWebAppContext.java:110) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerCollection.doStart(HandlerCollection .java:152) at org.mortbay.jetty.handler.ContextHandlerCollection.doStart(ContextHan dlerCollection.java:156) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerCollection.doStart(HandlerCollection .java:152) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java: 130) at org.mortbay.jetty.Server.doStart(Server.java:222) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.plugin.Jetty6PluginServer.start(Jetty6PluginServer. java:132) at org.mortbay.jetty.plugin.AbstractJettyMojo.startJetty(AbstractJettyMo jo.java:357) at org.mortbay.jetty.plugin.AbstractJettyMojo.execute(AbstractJettyMojo. java:293) at org.mortbay.jetty.plugin.AbstractJettyRunMojo.execute(AbstractJettyRu nMojo.java:203) at org.mortbay.jetty.plugin.Jetty6RunMojo.execute(Jetty6RunMojo.java:184 ) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPlugi nManager.java:490) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(Defa ultLifecycleExecutor.java:694) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeStandalone Goal(DefaultLifecycleExecutor.java:569) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(Defau ltLifecycleExecutor.java:539) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHan dleFailures(DefaultLifecycleExecutor.java:387) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegmen ts(DefaultLifecycleExecutor.java:348) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLi fecycleExecutor.java:180) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:328) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:138) at org.apache.maven.cli.MavenCli.main(MavenCli.java:362) at org.apache.maven.cli.compat.CompatibleMain.main(CompatibleMain.java:6 0) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl. java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAcces sorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315) at org.codehaus.classworlds.Launcher.launch(Launcher.java:255) at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430) at org.codehaus.classworlds.Launcher.main(Launcher.java:375) Caused by: java.io.FileNotFoundException: Could not open ServletContext resource [/WEB-INF/xfire-servlet.xml] at org.springframework.web.context.support.ServletContextResource.getInp utStream(ServletContextResource.java:116) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:336) ... 51 more 2010-06-02 15:13:29.919::WARN: Failed startup of context org.mortbay.jetty.plug in.Jetty6PluginWebAppContext@1ba4806{/,C:\source\myproject\src\main\webapp} org.springframework.beans.factory.BeanDefinitionStoreException: IOException pars ing XML document from ServletContext resource [/WEB-INF/xfire-servlet.xml]; nest ed exception is java.io.FileNotFoundException: Could not open ServletContext res ource [/WEB-INF/xfire-servlet.xml] at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:349) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:310) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:143) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:178) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:149) at org.springframework.web.context.support.XmlWebApplicationContext.load BeanDefinitions(XmlWebApplicationContext.java:124) at org.springframework.web.context.support.XmlWebApplicationContext.load BeanDefinitions(XmlWebApplicationContext.java:92) at org.springframework.context.support.AbstractRefreshableApplicationCon text.refreshBeanFactory(AbstractRefreshableApplicationContext.java:123) at org.springframework.context.support.AbstractApplicationContext.obtain FreshBeanFactory(AbstractApplicationContext.java:423) at org.springframework.context.support.AbstractApplicationContext.refres h(AbstractApplicationContext.java:353) at org.springframework.web.context.ContextLoader.createWebApplicationCon text(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationConte xt(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitiali zed(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler. java:540) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.jav a:1220) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java: 510) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448 ) at org.mortbay.jetty.plugin.Jetty6PluginWebAppContext.doStart(Jetty6Plug inWebAppContext.java:110) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerCollection.doStart(HandlerCollection .java:152) at org.mortbay.jetty.handler.ContextHandlerCollection.doStart(ContextHan dlerCollection.java:156) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerCollection.doStart(HandlerCollection .java:152) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java: 130) at org.mortbay.jetty.Server.doStart(Server.java:222) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.plugin.Jetty6PluginServer.start(Jetty6PluginServer. java:132) at org.mortbay.jetty.plugin.AbstractJettyMojo.startJetty(AbstractJettyMo jo.java:357) at org.mortbay.jetty.plugin.AbstractJettyMojo.execute(AbstractJettyMojo. java:293) at org.mortbay.jetty.plugin.AbstractJettyRunMojo.execute(AbstractJettyRu nMojo.java:203) at org.mortbay.jetty.plugin.Jetty6RunMojo.execute(Jetty6RunMojo.java:184 ) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPlugi nManager.java:490) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(Defa ultLifecycleExecutor.java:694) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeStandalone Goal(DefaultLifecycleExecutor.java:569) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(Defau ltLifecycleExecutor.java:539) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHan dleFailures(DefaultLifecycleExecutor.java:387) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegmen ts(DefaultLifecycleExecutor.java:348) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLi fecycleExecutor.java:180) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:328) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:138) at org.apache.maven.cli.MavenCli.main(MavenCli.java:362) at org.apache.maven.cli.compat.CompatibleMain.main(CompatibleMain.java:6 0) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl. java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAcces sorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315) at org.codehaus.classworlds.Launcher.launch(Launcher.java:255) at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430) at org.codehaus.classworlds.Launcher.main(Launcher.java:375) Caused by: java.io.FileNotFoundException: Could not open ServletContext resource [/WEB-INF/xfire-servlet.xml] at org.springframework.web.context.support.ServletContextResource.getInp utStream(ServletContextResource.java:116) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:336) ... 51 more 2010-06-02 15:13:29.152::WARN: Nested in org.springframework.beans.factory.Bean DefinitionStoreException: IOException parsing XML document from ServletContext r esource [/WEB-INF/xfire-servlet.xml]; nested exception is java.io.FileNotFoundEx ception: Could not open ServletContext resource [/WEB-INF/xfire-servlet.xml]: java.io.FileNotFoundException: Could not open ServletContext resource [/WEB-INF/ xfire-servlet.xml] at org.springframework.web.context.support.ServletContextResource.getInp utStream(ServletContextResource.java:116) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:336) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBea nDefinitions(XmlBeanDefinitionReader.java:310) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:143) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:178) at org.springframework.beans.factory.support.AbstractBeanDefinitionReade r.loadBeanDefinitions(AbstractBeanDefinitionReader.java:149) at org.springframework.web.context.support.XmlWebApplicationContext.load BeanDefinitions(XmlWebApplicationContext.java:124) at org.springframework.web.context.support.XmlWebApplicationContext.load BeanDefinitions(XmlWebApplicationContext.java:92) at org.springframework.context.support.AbstractRefreshableApplicationCon text.refreshBeanFactory(AbstractRefreshableApplicationContext.java:123) at org.springframework.context.support.AbstractApplicationContext.obtain FreshBeanFactory(AbstractApplicationContext.java:423) at org.springframework.context.support.AbstractApplicationContext.refres h(AbstractApplicationContext.java:353) at org.springframework.web.context.ContextLoader.createWebApplicationCon text(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationConte xt(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitiali zed(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler. java:540) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.jav a:1220) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java: 510) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448 ) at org.mortbay.jetty.plugin.Jetty6PluginWebAppContext.doStart(Jetty6Plug inWebAppContext.java:110) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerCollection.doStart(HandlerCollection .java:152) at org.mortbay.jetty.handler.ContextHandlerCollection.doStart(ContextHan dlerCollection.java:156) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerCollection.doStart(HandlerCollection .java:152) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java: 130) at org.mortbay.jetty.Server.doStart(Server.java:222) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java: 39) at org.mortbay.jetty.plugin.Jetty6PluginServer.start(Jetty6PluginServer. java:132) at org.mortbay.jetty.plugin.AbstractJettyMojo.startJetty(AbstractJettyMo jo.java:357) at org.mortbay.jetty.plugin.AbstractJettyMojo.execute(AbstractJettyMojo. java:293) at org.mortbay.jetty.plugin.AbstractJettyRunMojo.execute(AbstractJettyRu nMojo.java:203) at org.mortbay.jetty.plugin.Jetty6RunMojo.execute(Jetty6RunMojo.java:184 ) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPlugi nManager.java:490) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(Defa ultLifecycleExecutor.java:694) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeStandalone Goal(DefaultLifecycleExecutor.java:569) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(Defau ltLifecycleExecutor.java:539) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHan dleFailures(DefaultLifecycleExecutor.java:387) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegmen ts(DefaultLifecycleExecutor.java:348) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLi fecycleExecutor.java:180) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:328) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:138) at org.apache.maven.cli.MavenCli.main(MavenCli.java:362) at org.apache.maven.cli.compat.CompatibleMain.main(CompatibleMain.java:6 0) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl. java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAcces sorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315) at org.codehaus.classworlds.Launcher.launch(Launcher.java:255) at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430) at org.codehaus.classworlds.Launcher.main(Launcher.java:375) 2010-06-02 15:13:29.417::INFO: Started [email protected]:8080 [INFO] Started Jetty Server [INFO] Starting scanner at interval of 3 seconds.

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  • JavaOne Tutorial Report - JavaFX 2 – A Java Developer’s Guide

    - by Janice J. Heiss
    Oracle Java Technology Evangelist Stephen Chin and Independent Consultant Peter Pilgrim presented a tutorial session intended to help developers get a handle on JavaFX 2. Stephen Chin, a Java Champion, is co-author of the Pro JavaFX Platform 2, while Java Champion Peter Pilgrim is an independent consultant who works out of London.NightHacking with Stephen ChinBefore discussing the tutorial, a note about Chin’s “NightHacking Tour,” wherein from 10/29/12 to 11/11/12, he will be traveling across Europe via motorcycle stopping at JUGs and interviewing Java developers and offering live video streaming of the journey. As he says, “Along the way, I will visit user groups, interviewing interesting folks, and hack on open source projects. The last stop will be the Devoxx conference in Belgium.”It’s a dirty job but someone’s got to do it. His trip will take him from the UK through the Netherlands, Germany, Switzerland, Italy, France, and finally to Devoxx in Belgium. He has interviews lined up with Ben Evans, Trisha Gee, Stephen Coulebourne, Martijn Verburg, Simon Ritter, Bert Ertman, Tony Epple, Adam Bien, Michael Hutterman, Sven Reimers, Andres Almiray, Gerrit Grunewald, Bertrand Boetzmann, Luc Duponcheel, Stephen Janssen, Cheryl Miller, and Andrew Phillips. If you expect to be in Chin’s vicinity at the end of October and in early November, by all means get in touch with him at his site and add your perspective. The more the merrier! Taking the JavaFX PlungeNow to the business at hand. The “JavaFX 2 – A Java Developer’s Guide” tutorial introduced Java developers to the JavaFX 2 platform from the perspective of seasoned Java developers. It demonstrated the breadth of the JavaFX APIs through examples that are built out in the course of the session in an effort to present the basic requirements in using JavaFX to build rich internet applications. Chin began with a quote from Oracle’s Christopher Oliver, the creator of F3, the original version of JavaFX, on the importance of GUIs:“At the end of the day, on the one hand we have computer systems, and on the other, people. Connecting them together, and allowing people to interact with computer systems in a compelling way, requires graphical user interfaces.”Chin explained that JavaFX is about producing an immersive application experience that involves cross-platform animation, video and charting. It can integrate Java, JavaScript and HTML in the same application. The new graphics stack takes advantage of hardware acceleration for 2D and 3D applications. In addition, we can integrate Swing applications using JFXPanel.He reminded attendees that they were building JavaFX apps using pure Java APIs that included builders for declarative construction; in addition, alternative languages can be used for simpler UI creation. In addition, developers can call upon alternative languages such as GroovyFX, ScalaFX and Visage, if they want simpler UI creation. He presented the fundamentals of JavaFX 2.0: properties, lists and binding and then explored primitive, object and FX list collection properties. Properties in JavaFX are observable, lazy and type safe. He then provided an example of property declaration in code.  Pilgrim and Chin explained the architectural structure of JavaFX 2 and its basic properties:JavaFX 2.0 properties – Primitive, Object, and FX List Collection properties. * Primitive Properties* Object Properties* FX List Collection Properties* Properties are:– Observable– Lazy– Type SafeChin and Pilgrim then took attendees through several participatory demos and got deep into the weeds of the code for the two-hour session. At the end, everyone knew a lot more about the inner workings of JavaFX 2.0.

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  • Automating XNA Performance Testing?

    - by Grofit
    I was wondering what peoples approaches or thoughts were on automating performance testing in XNA. Currently I am looking at only working in 2d, but that poses many areas where performance can be improved with different implementations. An example would be if you had 2 different implementations of spatial partitioning, one may be faster than another but without doing some actual performance testing you wouldn't be able to tell which one for sure (unless you saw the code was blatantly slow in certain parts). You could write a unit test which for a given time frame kept adding/updating/removing entities for both implementations and see how many were made in each timeframe and the higher one would be the faster one (in this given example). Another higher level example would be if you wanted to see how many entities you can have on the screen roughly without going beneath 60fps. The problem with this is to automate it you would need to use the hidden form trick or some other thing to kick off a mock game and purely test which parts you care about and disable everything else. I know that this isnt a simple affair really as even if you can automate the tests, really it is up to a human to interpret if the results are performant enough, but as part of a build step you could have it run these tests and publish the results somewhere for comparison. This way if you go from version 1.1 to 1.2 but have changed a few underlying algorithms you may notice that generally the performance score would have gone up, meaning you have improved your overall performance of the application, and then from 1.2 to 1.3 you may notice that you have then dropped overall performance a bit. So has anyone automated this sort of thing in their projects, and if so how do you measure your performance comparisons at a high level and what frameworks do you use to test? As providing you have written your code so its testable/mockable for most parts you can just use your tests as a mechanism for getting some performance results... === Edit === Just for clarity, I am more interested in the best way to make use of automated tests within XNA to track your performance, not play testing or guessing by manually running your game on a machine. This is completely different to seeing if your game is playable on X hardware, it is more about tracking the change in performance as your game engine/framework changes. As mentioned in one of the comments you could easily test "how many nodes can I insert/remove/update within QuadTreeA within 2 seconds", but you have to physically look at these results every time to see if it has changed, which may be fine and is still better than just relying on playing it to see if you notice any difference between version. However if you were to put an Assert in to notify you of a fail if it goes lower than lets say 5000 in 2 seconds you have a brittle test as it is then contextual to the hardware, not just the implementation. Although that being said these sort of automated tests are only really any use if you are running your tests as some sort of build pipeline i.e: Checkout - Run Unit Tests - Run Integration Tests - Run Performance Tests - Package So then you can easily compare the stats from one build to another on the CI server as a report of some sort, and again this may not mean much to anyone if you are not used to Continuous Integration. The main crux of this question is to see how people manage this between builds and how they find it best to report upon. As I said it can be subjective but as knowledge will be gained from the answers it seems a worthwhile question.

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  • List of Upcoming Appearances

    - by Chris Gardner
    Greetings. I know I have been in work sponsored hiding lately. We are working furiously on a beta project to secure a contract, and I can't really talk about it yet. Hopefully, the contracts will be soon signed. Not only will we then have money, but I can talk about all this really cool tech with which I have been playing. However, since the contract is not signed, I need to bring you people up to date with where I will be during the summer. Let's face it, you can't be a speaker / blogger without pandering to shameless self-promotion. First, I will, once again, be staffing the Hands-on-Labs at TechEd North America. Unfortunately, TechEd North America is already sold out for this year. However, if you're already going, drop by the labs and say Hi. Also, keep an eye on Twitter to track me throughout the event. Also, look for a post in a few hours with my specific picks for what content I'm looking forward to seeing this year. Immediately following TechEd North America, I will be flying into Knoxville to speak at CodeStock. I will be presenting my introduction and intermediate Xbox 360 development talks. There are a TON of great content at CodeStock this year, but there are only about 50 tickets left. After that whirlwind of work, things settle for awhile. That means I'm available to speak at your User Group, luncheon, bowling league, birthday party, anniversary, or bat mitzvah. Mid August brings us to That Conference. This one is going to be a blast. If you haven't heard of That Conference yet, you should really check it out. This will also be my introduction and intermediate Xbox 360 development talks. This is a new conference, and it looks like it will be a great one. Finally, we will turn our attention to DevLink. DevLink has the distinction of picking up my newest talk, Creating Stereoscopic 3D Graphics in XNA. On top of that, I'm giving an general Xbox 360 and Windows Phone 7 talk. DevLink has added an new "XNA and Kinect" track, so there will me a ton of great game content. That should bring us through the summer. As I solidify the Stereoscopic talk, look for some content on that to creep up on here. I will say it's the first topic I've played around with that is easier in 3D than 2D. Also, the organizers of Alabama Code Camp are still trying to reschedule the event. When that happens, I'll get that information out. Also, we are looking to expand our development team. If you are interested in working for / with me, keep an eye on the T & W Operations website. I know we're immediately looking for a junior level developer, but I think a few higher level position may come up soon. You MUST apply through the website, but drop me a personal line if you do apply. I'll keep an eye out for the application.

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  • Adobe Photoshop CS5 vs Photoshop CS5 extended

    - by Edward
    Adobe Photoshop has been an industry standard for most web designers & photographers worldwide. Photoshop CS5 has made photography editing much more refined and the composition process has become much easier than ever before.  To study the advantage of Photoshop CS5 extended over Photoshop CS5 we have written this comparison article, with both a Designer’s & Photographer’s perspective. Hopefully it shall help you in your buying/upgrade decision. Photoshop CS5 Photoshop CS5 has refining feature with powerful photography tools. It made editing process easy as fewer steps are involved to remove noise, add grain, create vignettes, correct lens distortions, sharpen, and create HDR images. It has quick image correction and color and tone control for professional purpose. Intelligent image editing and enhancement , extraordinary advanced compositing has made it a better tool than earlier versions for photographers. It allows users to accelerate workflow with fast performance on 64-bit Windows® and Mac hardware systems and smoother interactions due to more GPU-accelerated features. It also boasts of a state-of-the-art processing with Adobe Photoshop Camera Raw 6 and helps to maximize creative impact. It provides for tremendous precision and freedom. It allows user to easily select intricate image elements, such as hair and create realistic painting effects. It also allows to remove any image element and see the space fill in almost magically. It has easy access to core editing and streamlined work flow and flexible work ambience. It has creative tools and contents. Photoshop CS5 Extended Photoshop CS5 extended is quite innovative and has incorporated 3D elements to 2D artwork directly within digital imaging application, which enables user to do an easy on-ramp to 3D image creation. It also provides for 3D editing. It has intelligent image editing and enhancement. It offers advance composing and has extraordinary painting and drawing toolset. It provides for video and animation designing. It helps to work with specialized images for architecture, manufacturing, engineering, science, and medicine. Where CS5 extended scores over CS5 CS5 extended has many features, which were not included in CS5. These features make it score more over CS5. These features are: Technology for creating 3D extrusion 3D material library and picker Field depth for 3D 3D merging and scene composition improvements 3D workflow improvement Customization of 3D features Image based light source Shadow catcher for shadow creation Enhanced ray tracer Context sensitive widgets, which allows easy control of objects, lights and cameras. Overlays for materials and mesh boundaries Photoshop CS5 extended is far better than CS5 as it incorporates all the features of CS5 and have more advanced features. It allows 3D creation and editing and has other advanced tools to make it better. Redefining the Image-Editing Experience  : A Photographer’s point of View Photoshop CS5 delivers amazing features and creative options so even new users can perform advanced image manipulations and compositions. Breath taking image intelligence behind Content-Aware Fill magically removes any image detail or object, examines the surroundings and seamlessly fills in the space left behind. Lighting, tone and noise of the surrounding area can be matched. New Refine Edge makes nearly-impossible image selections possible. Masking was never easier, the toughest types of edges, such as hair and foliage seem easier to fix. To sum up following are few advantages of CS5 extended over previous versions 64-bit processing Content Aware Fill Refine Edge, “makes nearly-impossible image selections impossible” HDR Pro, including ghost artifact removal and HDR toning, which gives the look of HDR with a single exposure New brush options Improved image management with enhanced Adobe Bridge Lens corrections Improved black-and-white conversions Puppet Warp: Precisely reposition or warp any image element Adobe Camera Raw 6 Upgrade Buy Online Pricing and Availability Adobe Photoshop CS5 and CS5 Extended are available through Adobe Authorized Resellers & the Adobe Store. Estimated street price for Adobe Photoshop CS5 is US$699 and US$999 for Photoshop CS5 Extended. Upgrade pricing and volume licensing are also available. Related posts:10 Free Alternatives for Adobe Photoshop Software Web based Alternatives to Photoshop 15 Useful Adobe Illustrator Tutorials For Designers

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • Silverlight Cream for December 13, 2010 -- #1010

    - by Dave Campbell
    In this Issue: Rénald Nollet, Benjamin Gavin, Dennis Doomen, Tim Greenfield, Mike Taulty, Jeff Blankenburg, Michael Crump, Laurent Duveau, Dragos Manolescu, KeyboardP, Yochay Kiriaty. Above the Fold: Silverlight: "Silverlight RIA Services and Basic, Anonymous Authentication" Benjamin Gavin WP7: "lving Circular Navigation in Windows Phone Silverlight Applications" Yochay Kiriaty SQL Azure: "SQL Azure Database Manager – Part 1 : How to connect to your SQL Azure DB" Rénald Nollet Shoutouts: Yochay Kiriaty has a post up on the Windows Phone Devloper Blog about open source (MSPL) projects helping WP7 devs: Windows Phone Recipes – Helping the Community Jesse Liberty's latest Yet Another Podcast is up and thie time it's Joe Stagner: Yet Another Podcast #18 – Joe Stagner Josh Schwartzberg sent me this link to what is apparently his yearly web-only rock Christmas album: MetalXmas... done in Silverlight and RIA Services From SilverlightCream.com: SQL Azure Database Manager – Part 1 : How to connect to your SQL Azure DB Rénald Nollet posted Part 1 of a series on a SQL Azure database manager all in Silverlight... has a live demo running, some description, and is making us wait for the next part! Silverlight RIA Services and Basic, Anonymous Authentication Benjamin Gavin has a quick post up resolving a basic RIA Services problem that I bet a lot of folks are looking for the answer on... like 500 series errors... cool little find he ferreted out... A night of Silverlight, WPF, unit testing and Caliburn Micro Dennis Doomen in concert with his employer gave a couple talks at the local DotNED user group, and covered literally a cornucopia of topics... slides, and example code for both talks... lotsa material here... Tim Greenfield on PuzzleTouch WP7 Application Tim Greenfield is the latest WP7 app developer to be interviewed by the SilverlightShow crew... lots of interesting comments and insight from Tim. Rebuilding the PDC 2010 Silverlight Application (Part 4) Mike Taulty has part 4 of his PDC 2010 Silverlight app construction project up and is taking the app into Blend, and the considerations that brought to the table. What I Learned In WP7 – Issue #2 Jeff Blankenburg continues his "What I Learned" series with this discussion about fonts, the Non-Linear Navigation service I mention below, and possible WP7 jobs. Part 3 of 4 : Tips/Tricks for Silverlight Developers Michael Crump has Part 3 of his Tips/Tricks up today. Lots of goodies this time: underlining in a TextBlock, getting browser info, startup params, VisualTreeHelper, and child windows. My Windows Phone 7 presentation in Montreal Laurent Duveau gave a WP7 presentation in Montreal as part of the Microsoft Windows Phone 7 Developer's Briefing, and has posted his materials and slide deck WP7 Code: Mocking Event Streams with IEnumerable Dragos Manolescu has a very cool post up on using IEnumerable to Mock event streams by leveraging the IObservable/IEnumerable duality, and uses the 2D bubble app that you can run and test in the emulator without needing an accelerometer Transparent Wallpapers – Video Tutorial KeyboardP has had so many queries about his Transparent wallpaper for WP7 that he produced a video tutorial for it... Solving Circular Navigation in Windows Phone Silverlight Applications Yochay Kiriaty discusses the first recipe they are releasing ... see the shoutout above, a Nonlinear Navigation Service ... to help with apps that have loops in navigation. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • 12.04 installation started to black screen during boot today

    - by Cedric
    NOTE: Most of this question is now irrelevant. UPDATE 3 summarizes the problem as it stands. I've been running 12.04 on my Lenovo laptop for one month now (updated from 11.04), and I have not had any significant problem until today. This morning, when I boot, I pass the Grub screen, then I get to the purple loading screen with dots as usual, then for some reason I got to the terminal login, with no GUI. startx gives me a black screen. Ctrl+F7-F8 didn't help either. It's similar to: After the update today no graphical interface anymore - 12.04 I followed the instructions at the end, to flush the ATI drivers (which I had installed), and fall back to the community drivers. That made me lose the login! Now I just get a black screen after the Ubuntu loading screen. I can still access the console through recovery, and I've gotten into VESA mode once or twice (not reproducible, for some reason). I've tried various permutations of xorg.conf, without success. Xorg -configure fails for now, though I might be able to get it to work. apt-get update/upgrade doesn't improve anything either. However, both Windows and the 12.04 Live CD still work beautifully, and I know that all my data is still there. Is there any way that I could somehow take the configuration from the Live CD and roll with it? I know that I could reinstall, but that sucks, frankly, especially given that there's no straight-forward way of keeping the home (which, incidentally, is unaccessible from the Live CD) Thank you. Update: it seems that the fglrx drivers are still active, even after I've --purged them. From Xorg.0.log: [ 18.235] (WW) fglrx(0): *********************************************************** [ 18.235] (WW) fglrx(0): * DRI initialization failed * [ 18.235] (WW) fglrx(0): * kernel module (fglrx.ko) may be missing or incompatible * [ 18.235] (WW) fglrx(0): * 2D and 3D acceleration disabled * [ 18.235] (WW) fglrx(0): *********************************************************** [ 18.235] Fatal server error: [ 18.235] AddScreen/ScreenInit failed for driver 0 There's also a mention of the "fbdev" module. What is it? PARTIALLY SOLVED: I've undone the damage from the fglrx purge. I'm still mystified as to why uninstalling the packages didn't kill fglrx entirely, but I've now recovered the prompt. The solution to the DRI initialization error was to add radeon.modeset=0 to the GRUB boot options. So I'm back to being dropped to a prompt without any GUI. startx gives me a bunch of messages, though no obvious errors. I have little reason to suspect the video drivers, as they worked fine before today. There is no apparent error message in any of the log files. UPDATE: When I startx, I get an error, Plymounth command failed mountall: Disconnected from Plymouth This is all over the Internet, but I have not found anything that works for me yet. UPDATE 3: If I press ESC during boot, the splash screen (Plymouth!) disappears, and I no longer have any error from Plymouth. The last error message is: Stopping mount filesystems on boot I can then Ctrl+Alt+F1 to get the TTY1, but startx still does not work. Sadly, the Internet knows nothing about this error message, and neither do I. Help!

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  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

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  • How to store a shmup level?

    - by pek
    I am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an enemy spawns in the level? Would it be based on time? Updates? Distance? Currently I do this based on "level time" (the amount of time the level is running - pausing doesn't update the time). Here is an example (the serialization was done by XNA): <?xml version="1.0" encoding="utf-8"?> <XnaContent xmlns:level="pekalicious.xanor.XanorContentShared.content.level"> <Asset Type="level:Level"> <Enemies> <Enemy> <EnemyType>data/enemies/smallenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>60</NumberOfSpawns> <SpawnOffset>PT0.2S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT20S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/boss1</EnemyType> <SpawnTime>PT30S</SpawnTime> <NumberOfSpawns>1</NumberOfSpawns> <SpawnOffset>PT0S</SpawnOffset> </Enemy> </Enemies> </Asset> </XnaContent> Each Enemy element is basically a wave of specific enemy types. The type is defined in EnemyType while SpawnTime is the "level time" this wave should appear. NumberOfSpawns and SpawnOffset is the number of enemies that will show up and the time it takes between each spawn respectively. This could be a good idea or there could be better ones out there. I'm not sure. I would like to see some opinions and ideas. I have two problems with this: spawning an enemy correctly and creating a level editor. The level editor thing is an entirely different problem (which I will probably post in the future :P). As for spawning correctly, the problem lies in the fact that I have a variable update time and so I need to make sure I don't miss an enemy spawn because the spawn offset is too small, or because the update took a little more time. I kinda fixed it for the most part, but it seems to me that the problem is with how I store the level. So, any ideas? Comments? Thank you in advance.

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • Silverlight Cream for June 01, 2010 -- #874

    - by Dave Campbell
    In this Issue: Michael Washington, Alan Beasley and Michael Washington, Miroslav Miroslavov, Max Paulousky, Teresa and Ronald Burger, Laurent Duveau, Tim Heuer, Jeff Brand, Mike Snow, and John Papa. Shoutouts: To pay homage to the Advanced Options button in Expression Blend, Adam Kinney posted: Expression Blend Advanced Options square wallpaper SilverLaw stood his drag and drop ripple on it's head for this one: Silver Soccer - A Case Study for the Flexible Surface Effect (Silverlight 4) From SilverlightCream.com: Expression Blend DataStore - A Powerful Tool For Designers Michael Washington dug into the documentation and with some Microsoft assistance has figured out how to use the SetDataStoreAction in SketchFlow... good tutorial and a game to demonstrate it's use. Windows Phone 7 View Model Style Video Player Alan Beasley and Michael Washington teamed up again to produce a ViewModel-Style Video Player for WP7 ... very nice interface I might add... very detailed tutorial and all the code... oh, and did you notice it uses MVVMLight... on WP7? ... just thought I'd mention that :) Navigation in 3D world of 2D objects In part 7 of the CompleteIT code explenation, Miroslav Miroslavov is discussing some of the very cool animation they did... 3D, moving camera... cool stuff! Search Engine Optimization (SEO) for Silverlight Applications. Part 2 Max Paulousky has part 2 of his Silverlight 4 and SEO series up. In part 2 he's discussing sitemaps and html content providing. He also has good links showing where to submit your sitemaps and information. Mousin’ down the PathListBox Teresa and Ronald Burger (not sure which) has a post up about the PathListBox and how they drew the path that they ended up using, and the code used to enable animation. Dynamically apply and change Theme with the Silverlight Toolkit We've all had fun playing with themes, but Laurent Duveau has an example up of letting your users change the theme at run-time. Microsoft Translator client library for Silverlight Tim Heuer has been playing with the Microsoft Translator for Silverlight and he has a "Works on My Machine" license on what he's making available .. but considering his access to resources... I'd say go for it :) Custom Per-Page Transitions in Windows Phone 7 Jeff Brand has a follow-on to his other WP7 post about page transitions and is now discussing per-page transitions Silverlight Tip of the Day #26 – Changing the Startup Class Mike Snow's latest 'tip' is a little more involved than a tip ... changing the startup class and actually removing (in his example), the page and app classes... code and xaml! I've seen this before but never explained as clean... fun stuff. Behaviors in Blend 4 (Silverlight TV #30) Episode 30 of Silverlight TV (now a tag at Silverlight Cream) finds John Papa talking to Adam Kinney about Behaviors in Blend 4... not only using them but creating a custom one. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How can I fix my keyboard layout?

    - by Scott Severance
    For a long time, I've had my keyboard configured to use the layout currently known as "English (international AltGr dead keys)." I like this layout because without any modifier keys, it's identical to the US English keyboard, but when I hold Right Alt I can get accented letters and other characters not available on a standard US English keyboard. In Oneiric, however, the layout is messed up. Right Alt+N produces "ñ" as expected. And another method works: Right Alt+`, E produces "è", also as expected. But there's no way to type "é", which is probably the accented letter I type the most. I expect Right Alt+A, E to do the trick. But instead of a dead key for the acute accent, it uses a method for combining characters to create the hybrid "´e". This hybrid looks like the proper "é" in some settings, but it isn't the same character and doesn't always work. (For example, in the text input box as I type this, it looks the same as the proper character, but when displayed on the site for all so see, it looks very wrong--at least on my machine.) Ditto for all other characters with an acute accent, though some are available directly as pre-composed characters: For example, Right Alt+I yields "í". How can I change the acute accent on the A key to a proper dead key? Perhaps the more general version of this is: How can I tweak my keyboard layout? Update I just tested this on my other machine, also running Oneiric, but upgraded from previous versions. I have no problems with the second machine. The problem machine was a fresh install of Oneiric, but I kept my old $HOME when I did the fresh install. Clarification Even if an answer doesn't address my specific examples, I would still accept it if it provided enough detail for me to find the layout and tweak it according to my needs. Major Update After working through the information gained through Jim C's and Chascon's helpful replies, I've learned something new: The problem isn't with the layout itself, but with the fact that the selected layout isn't being applied. When I look at the definition in /usr/share/X11/xkb/symbols/us of the layout I've been running for a long time, I found that the definition doesn't match what I get when I type. In addition, the keyboard layout dialog that's supposed to show the current layout looks different from the way the layout is defined in the file I mentioned, and matches what actually happens when I type. Following Jim C's suggestion, I created a new layout in /usr/share/X11/xkb/symbols/us containing some modifications to the layout I want. I can select my layout from the keyboard properties, and I can use in on the console following Chascon's post, but the layout I get when typing is unchanged. Apparently, there's a different layout defined somewhere that's overriding what I've set. Where is that layout hiding? This problem occurs in Unity (3D and 2D), but I was able to get the correct layout set in Xfce. In case it's relevant, this problem has occurred since I installed Oneiric fresh on this machine (though I preserved my $HOME). I don't recall whether this problem occurred before the reinstall. Also, in case it's relevant, I also run iBus so I can type Korean. I have a few difficulties with iBus, but I doubt they're related.

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • Upgrade issues due to broken "dependency problems prevent configuration of linux-image-generic" error

    - by tsukune1791
    okay, I've recently upgrade from 11.10 to 12.04 and I've been having some issues. I don't know if its a bug or not, but I thought I would submit it here. Okay here's a little background; I ran the distro update from the update manager and got a couple errors that I didn't catch. the computer restarted, and when I logged the Launcher and my top bar of the Ubuntu desktop didn't load. While it was trying to load a couple error messages came up, I think they were called "apport", saying they couldn't send the bug information for some reason. I believe it said somethings wrong with my internet connection, but nothing's wrong with it. Anyway I tried running some things in terminal, namely sudo apt-get -f install sudo apt-get upgrade sudo apt-get dist-upgrade and keep getting the following errors; dustin@marceau-laptop:~$ sudo apt-get dist-upgrade [sudo] password for dustin: Reading package lists... Done Building dependency tree Reading state information... Done Calculating upgrade... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 4 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? Y Setting up initramfs-tools (0.99ubuntu13) ... update-initramfs: deferring update (trigger activated) Setting up linux-image-3.2.0-24-generic (3.2.0-24.37) ... Running depmod. update-initramfs: deferring update (hook will be called later) Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/initramfs-tools 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/pm-utils 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/update-notifier 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/zz-runlilo 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic Fatal: No images have been defined. run-parts: /etc/kernel/postinst.d/zz-runlilo exited with return code 1 Failed to process /etc/kernel/postinst.d at /var/lib/dpkg/info/linux-image-3.2.0-24-generic.postinst line 1010. dpkg: error processing linux-image-3.2.0-24-generic (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of linux-image-generic: linux-image-generic depends on linux-image-3.2.0-24-generic; however: Package linux-image-3.2.0-24-generic is not configured yet. dpkg: error processing linux-image-generic (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of linux-generic: linux-generic depends on linux-image-generic (= 3.2.0.24.26); however: Package linux-image-generic is not configured yet. dpkg: error processing linux-generic (--configure): dependency problems - leaving unconfigured Processing triggers for initramfs-tools ... No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because the error message indicates its a followup error from a previous failure. update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic Fatal: No images have been defined. run-parts: /etc/initramfs/post-update.d//runlilo exited with return code 1 dpkg: error processing initramfs-tools (--configure): subprocess installed post-installation script returned error exit status 1 No apport report written because MaxReports is reached already Errors were encountered while processing: linux-image-3.2.0-24-generic linux-image-generic linux-generic initramfs-tools localepurge: Disk space freed in /usr/share/locale: 0 KiB localepurge: Disk space freed in /usr/share/man: 0 KiB localepurge: Disk space freed in /usr/share/gnome/help: 0 KiB localepurge: Disk space freed in /usr/share/omf: 0 KiB localepurge: Disk space freed in /usr/share/doc/kde/HTML: 0 KiB Total disk space freed by localepurge: 0 KiB E: Sub-process /usr/bin/dpkg returned an error code (1) And my Ubuntu desktop is still not working. I can log into Gnome and Ubuntu 2D but the Launcher, I think it's call, doesn't load. Can someone help me fix these error, or point me in the right direction to get them fixed? It is much appriciated.

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