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  • Using Qt to open external game appplication

    - by RandomGuy
    I have a windows qt application and I'm trying to open an external game, but I'm not having success. Application is in C:\games\Oni\Edition\ and is called Oni.exe, the code I'm using right now is the follow: void MainWindow::on_toolButton_clicked() { qint64 test=1; if(!QProcess::startDetached("Oni.exe",QStringList(),"C:\\games\\Oni\\Edition\\",&test)){ QMessageBox msgBox; msgBox.setText("Oni couln't be started!"); msgBox.exec(); } } I don't know if I'm forgetting something? The game runs fine if I double click it. Thanks.

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  • unseen/unknown function definition in linux source

    - by Broncha
    Can any one please explain this piece of code I found in the linux kernel source. I see a lots of code like this in linux and minix kernel but dont seem to find what it does (even if C compilers support that kind of function definition) /* IRQs are disabled and uidhash_lock is held upon function entry. * IRQ state (as stored in flags) is restored and uidhash_lock released * upon function exit. */ static void free_user(struct user_struct *up, unsigned long flags) __releases(&uidhash_lock) { uid_hash_remove(up); spin_unlock_irqrestore(&uidhash_lock, flags); key_put(up->uid_keyring); key_put(up->session_keyring); kmem_cache_free(uid_cachep, up); } I cannot find out if this reference __releases(&uidhash_lock) before the parenthesis starts is allowed OR supported. (It sure is supported as it is in the linux kernel)

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  • How do I add leaderboard feature of OpenFeint in android?

    - by Avi kumar Manku
    I am developing a game in android, by extending a class with view. I have integrated OpenFeint in it by studying the tutorial provided on the OpenFeint site, but I am not able to add the leaderboard feature in my app. How can I achieve it? My game class is like this public class GameActivity extends Activity { Intent i; Grapic g; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(new Grapic(this)); and Grapic is a class which extends view and where scoring is done with touch events.

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • XNA Sprite Rotation Matrix - Moving Origin

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix?

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  • C#/.NET Little Wonders: The Generic Func Delegates

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Back in one of my three original “Little Wonders” Trilogy of posts, I had listed generic delegates as one of the Little Wonders of .NET.  Later, someone posted a comment saying said that they would love more detail on the generic delegates and their uses, since my original entry just scratched the surface of them. Last week, I began our look at some of the handy generic delegates built into .NET with a description of delegates in general, and the Action family of delegates.  For this week, I’ll launch into a look at the Func family of generic delegates and how they can be used to support generic, reusable algorithms and classes. Quick Delegate Recap Delegates are similar to function pointers in C++ in that they allow you to store a reference to a method.  They can store references to either static or instance methods, and can actually be used to chain several methods together in one delegate. Delegates are very type-safe and can be satisfied with any standard method, anonymous method, or a lambda expression.  They can also be null as well (refers to no method), so care should be taken to make sure that the delegate is not null before you invoke it. Delegates are defined using the keyword delegate, where the delegate’s type name is placed where you would typically place the method name: 1: // This delegate matches any method that takes string, returns nothing 2: public delegate void Log(string message); This delegate defines a delegate type named Log that can be used to store references to any method(s) that satisfies its signature (whether instance, static, lambda expression, etc.). Delegate instances then can be assigned zero (null) or more methods using the operator = which replaces the existing delegate chain, or by using the operator += which adds a method to the end of a delegate chain: 1: // creates a delegate instance named currentLogger defaulted to Console.WriteLine (static method) 2: Log currentLogger = Console.Out.WriteLine; 3:  4: // invokes the delegate, which writes to the console out 5: currentLogger("Hi Standard Out!"); 6:  7: // append a delegate to Console.Error.WriteLine to go to std error 8: currentLogger += Console.Error.WriteLine; 9:  10: // invokes the delegate chain and writes message to std out and std err 11: currentLogger("Hi Standard Out and Error!"); While delegates give us a lot of power, it can be cumbersome to re-create fairly standard delegate definitions repeatedly, for this purpose the generic delegates were introduced in various stages in .NET.  These support various method types with particular signatures. Note: a caveat with generic delegates is that while they can support multiple parameters, they do not match methods that contains ref or out parameters. If you want to a delegate to represent methods that takes ref or out parameters, you will need to create a custom delegate. We’ve got the Func… delegates Just like it’s cousin, the Action delegate family, the Func delegate family gives us a lot of power to use generic delegates to make classes and algorithms more generic.  Using them keeps us from having to define a new delegate type when need to make a class or algorithm generic. Remember that the point of the Action delegate family was to be able to perform an “action” on an item, with no return results.  Thus Action delegates can be used to represent most methods that take 0 to 16 arguments but return void.  You can assign a method The Func delegate family was introduced in .NET 3.5 with the advent of LINQ, and gives us the power to define a function that can be called on 0 to 16 arguments and returns a result.  Thus, the main difference between Action and Func, from a delegate perspective, is that Actions return nothing, but Funcs return a result. The Func family of delegates have signatures as follows: Func<TResult> – matches a method that takes no arguments, and returns value of type TResult. Func<T, TResult> – matches a method that takes an argument of type T, and returns value of type TResult. Func<T1, T2, TResult> – matches a method that takes arguments of type T1 and T2, and returns value of type TResult. Func<T1, T2, …, TResult> – and so on up to 16 arguments, and returns value of type TResult. These are handy because they quickly allow you to be able to specify that a method or class you design will perform a function to produce a result as long as the method you specify meets the signature. For example, let’s say you were designing a generic aggregator, and you wanted to allow the user to define how the values will be aggregated into the result (i.e. Sum, Min, Max, etc…).  To do this, we would ask the user of our class to pass in a method that would take the current total, the next value, and produce a new total.  A class like this could look like: 1: public sealed class Aggregator<TValue, TResult> 2: { 3: // holds method that takes previous result, combines with next value, creates new result 4: private Func<TResult, TValue, TResult> _aggregationMethod; 5:  6: // gets or sets the current result of aggregation 7: public TResult Result { get; private set; } 8:  9: // construct the aggregator given the method to use to aggregate values 10: public Aggregator(Func<TResult, TValue, TResult> aggregationMethod = null) 11: { 12: if (aggregationMethod == null) throw new ArgumentNullException("aggregationMethod"); 13:  14: _aggregationMethod = aggregationMethod; 15: } 16:  17: // method to add next value 18: public void Aggregate(TValue nextValue) 19: { 20: // performs the aggregation method function on the current result and next and sets to current result 21: Result = _aggregationMethod(Result, nextValue); 22: } 23: } Of course, LINQ already has an Aggregate extension method, but that works on a sequence of IEnumerable<T>, whereas this is designed to work more with aggregating single results over time (such as keeping track of a max response time for a service). We could then use this generic aggregator to find the sum of a series of values over time, or the max of a series of values over time (among other things): 1: // creates an aggregator that adds the next to the total to sum the values 2: var sumAggregator = new Aggregator<int, int>((total, next) => total + next); 3:  4: // creates an aggregator (using static method) that returns the max of previous result and next 5: var maxAggregator = new Aggregator<int, int>(Math.Max); So, if we were timing the response time of a web method every time it was called, we could pass that response time to both of these aggregators to get an idea of the total time spent in that web method, and the max time spent in any one call to the web method: 1: // total will be 13 and max 13 2: int responseTime = 13; 3: sumAggregator.Aggregate(responseTime); 4: maxAggregator.Aggregate(responseTime); 5:  6: // total will be 20 and max still 13 7: responseTime = 7; 8: sumAggregator.Aggregate(responseTime); 9: maxAggregator.Aggregate(responseTime); 10:  11: // total will be 40 and max now 20 12: responseTime = 20; 13: sumAggregator.Aggregate(responseTime); 14: maxAggregator.Aggregate(responseTime); The Func delegate family is useful for making generic algorithms and classes, and in particular allows the caller of the method or user of the class to specify a function to be performed in order to generate a result. What is the result of a Func delegate chain? If you remember, we said earlier that you can assign multiple methods to a delegate by using the += operator to chain them.  So how does this affect delegates such as Func that return a value, when applied to something like the code below? 1: Func<int, int, int> combo = null; 2:  3: // What if we wanted to aggregate the sum and max together? 4: combo += (total, next) => total + next; 5: combo += Math.Max; 6:  7: // what is the result? 8: var comboAggregator = new Aggregator<int, int>(combo); Well, in .NET if you chain multiple methods in a delegate, they will all get invoked, but the result of the delegate is the result of the last method invoked in the chain.  Thus, this aggregator would always result in the Math.Max() result.  The other chained method (the sum) gets executed first, but it’s result is thrown away: 1: // result is 13 2: int responseTime = 13; 3: comboAggregator.Aggregate(responseTime); 4:  5: // result is still 13 6: responseTime = 7; 7: comboAggregator.Aggregate(responseTime); 8:  9: // result is now 20 10: responseTime = 20; 11: comboAggregator.Aggregate(responseTime); So remember, you can chain multiple Func (or other delegates that return values) together, but if you do so you will only get the last executed result. Func delegates and co-variance/contra-variance in .NET 4.0 Just like the Action delegate, as of .NET 4.0, the Func delegate family is contra-variant on its arguments.  In addition, it is co-variant on its return type.  To support this, in .NET 4.0 the signatures of the Func delegates changed to: Func<out TResult> – matches a method that takes no arguments, and returns value of type TResult (or a more derived type). Func<in T, out TResult> – matches a method that takes an argument of type T (or a less derived type), and returns value of type TResult(or a more derived type). Func<in T1, in T2, out TResult> – matches a method that takes arguments of type T1 and T2 (or less derived types), and returns value of type TResult (or a more derived type). Func<in T1, in T2, …, out TResult> – and so on up to 16 arguments, and returns value of type TResult (or a more derived type). Notice the addition of the in and out keywords before each of the generic type placeholders.  As we saw last week, the in keyword is used to specify that a generic type can be contra-variant -- it can match the given type or a type that is less derived.  However, the out keyword, is used to specify that a generic type can be co-variant -- it can match the given type or a type that is more derived. On contra-variance, if you are saying you need an function that will accept a string, you can just as easily give it an function that accepts an object.  In other words, if you say “give me an function that will process dogs”, I could pass you a method that will process any animal, because all dogs are animals.  On the co-variance side, if you are saying you need a function that returns an object, you can just as easily pass it a function that returns a string because any string returned from the given method can be accepted by a delegate expecting an object result, since string is more derived.  Once again, in other words, if you say “give me a method that creates an animal”, I can pass you a method that will create a dog, because all dogs are animals. It really all makes sense, you can pass a more specific thing to a less specific parameter, and you can return a more specific thing as a less specific result.  In other words, pay attention to the direction the item travels (parameters go in, results come out).  Keeping that in mind, you can always pass more specific things in and return more specific things out. For example, in the code below, we have a method that takes a Func<object> to generate an object, but we can pass it a Func<string> because the return type of object can obviously accept a return value of string as well: 1: // since Func<object> is co-variant, this will access Func<string>, etc... 2: public static string Sequence(int count, Func<object> generator) 3: { 4: var builder = new StringBuilder(); 5:  6: for (int i=0; i<count; i++) 7: { 8: object value = generator(); 9: builder.Append(value); 10: } 11:  12: return builder.ToString(); 13: } Even though the method above takes a Func<object>, we can pass a Func<string> because the TResult type placeholder is co-variant and accepts types that are more derived as well: 1: // delegate that's typed to return string. 2: Func<string> stringGenerator = () => DateTime.Now.ToString(); 3:  4: // This will work in .NET 4.0, but not in previous versions 5: Sequence(100, stringGenerator); Previous versions of .NET implemented some forms of co-variance and contra-variance before, but .NET 4.0 goes one step further and allows you to pass or assign an Func<A, BResult> to a Func<Y, ZResult> as long as A is less derived (or same) as Y, and BResult is more derived (or same) as ZResult. Sidebar: The Func and the Predicate A method that takes one argument and returns a bool is generally thought of as a predicate.  Predicates are used to examine an item and determine whether that item satisfies a particular condition.  Predicates are typically unary, but you may also have binary and other predicates as well. Predicates are often used to filter results, such as in the LINQ Where() extension method: 1: var numbers = new[] { 1, 2, 4, 13, 8, 10, 27 }; 2:  3: // call Where() using a predicate which determines if the number is even 4: var evens = numbers.Where(num => num % 2 == 0); As of .NET 3.5, predicates are typically represented as Func<T, bool> where T is the type of the item to examine.  Previous to .NET 3.5, there was a Predicate<T> type that tended to be used (which we’ll discuss next week) and is still supported, but most developers recommend using Func<T, bool> now, as it prevents confusion with overloads that accept unary predicates and binary predicates, etc.: 1: // this seems more confusing as an overload set, because of Predicate vs Func 2: public static SomeMethod(Predicate<int> unaryPredicate) { } 3: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } 4:  5: // this seems more consistent as an overload set, since just uses Func 6: public static SomeMethod(Func<int, bool> unaryPredicate) { } 7: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } Also, even though Predicate<T> and Func<T, bool> match the same signatures, they are separate types!  Thus you cannot assign a Predicate<T> instance to a Func<T, bool> instance and vice versa: 1: // the same method, lambda expression, etc can be assigned to both 2: Predicate<int> isEven = i => (i % 2) == 0; 3: Func<int, bool> alsoIsEven = i => (i % 2) == 0; 4:  5: // but the delegate instances cannot be directly assigned, strongly typed! 6: // ERROR: cannot convert type... 7: isEven = alsoIsEven; 8:  9: // however, you can assign by wrapping in a new instance: 10: isEven = new Predicate<int>(alsoIsEven); 11: alsoIsEven = new Func<int, bool>(isEven); So, the general advice that seems to come from most developers is that Predicate<T> is still supported, but we should use Func<T, bool> for consistency in .NET 3.5 and above. Sidebar: Func as a Generator for Unit Testing One area of difficulty in unit testing can be unit testing code that is based on time of day.  We’d still want to unit test our code to make sure the logic is accurate, but we don’t want the results of our unit tests to be dependent on the time they are run. One way (of many) around this is to create an internal generator that will produce the “current” time of day.  This would default to returning result from DateTime.Now (or some other method), but we could inject specific times for our unit testing.  Generators are typically methods that return (generate) a value for use in a class/method. For example, say we are creating a CacheItem<T> class that represents an item in the cache, and we want to make sure the item shows as expired if the age is more than 30 seconds.  Such a class could look like: 1: // responsible for maintaining an item of type T in the cache 2: public sealed class CacheItem<T> 3: { 4: // helper method that returns the current time 5: private static Func<DateTime> _timeGenerator = () => DateTime.Now; 6:  7: // allows internal access to the time generator 8: internal static Func<DateTime> TimeGenerator 9: { 10: get { return _timeGenerator; } 11: set { _timeGenerator = value; } 12: } 13:  14: // time the item was cached 15: public DateTime CachedTime { get; private set; } 16:  17: // the item cached 18: public T Value { get; private set; } 19:  20: // item is expired if older than 30 seconds 21: public bool IsExpired 22: { 23: get { return _timeGenerator() - CachedTime > TimeSpan.FromSeconds(30.0); } 24: } 25:  26: // creates the new cached item, setting cached time to "current" time 27: public CacheItem(T value) 28: { 29: Value = value; 30: CachedTime = _timeGenerator(); 31: } 32: } Then, we can use this construct to unit test our CacheItem<T> without any time dependencies: 1: var baseTime = DateTime.Now; 2:  3: // start with current time stored above (so doesn't drift) 4: CacheItem<int>.TimeGenerator = () => baseTime; 5:  6: var target = new CacheItem<int>(13); 7:  8: // now add 15 seconds, should still be non-expired 9: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(15); 10:  11: Assert.IsFalse(target.IsExpired); 12:  13: // now add 31 seconds, should now be expired 14: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(31); 15:  16: Assert.IsTrue(target.IsExpired); Now we can unit test for 1 second before, 1 second after, 1 millisecond before, 1 day after, etc.  Func delegates can be a handy tool for this type of value generation to support more testable code.  Summary Generic delegates give us a lot of power to make truly generic algorithms and classes.  The Func family of delegates is a great way to be able to specify functions to calculate a result based on 0-16 arguments.  Stay tuned in the weeks that follow for other generic delegates in the .NET Framework!   Tweet Technorati Tags: .NET, C#, CSharp, Little Wonders, Generics, Func, Delegates

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • Why enumerator structs are a really bad idea

    - by Simon Cooper
    If you've ever poked around the .NET class libraries in Reflector, I'm sure you would have noticed that the generic collection classes all have implementations of their IEnumerator as a struct rather than a class. As you will see, this design decision has some rather unfortunate side effects... As is generally known in the .NET world, mutable structs are a Very Bad Idea; and there are several other blogs around explaining this (Eric Lippert's blog post explains the problem quite well). In the BCL, the generic collection enumerators are all mutable structs, as they need to keep track of where they are in the collection. This bit me quite hard when I was coding a wrapper around a LinkedList<int>.Enumerator. It boils down to this code: sealed class EnumeratorWrapper : IEnumerator<int> { private readonly LinkedList<int>.Enumerator m_Enumerator; public EnumeratorWrapper(LinkedList<int> linkedList) { m_Enumerator = linkedList.GetEnumerator(); } public int Current { get { return m_Enumerator.Current; } } object System.Collections.IEnumerator.Current { get { return Current; } } public bool MoveNext() { return m_Enumerator.MoveNext(); } public void Reset() { ((System.Collections.IEnumerator)m_Enumerator).Reset(); } public void Dispose() { m_Enumerator.Dispose(); } } The key line here is the MoveNext method. When I initially coded this, I thought that the call to m_Enumerator.MoveNext() would alter the enumerator state in the m_Enumerator class variable and so the enumeration would proceed in an orderly fashion through the collection. However, when I ran this code it went into an infinite loop - the m_Enumerator.MoveNext() call wasn't actually changing the state in the m_Enumerator variable at all, and my code was looping forever on the first collection element. It was only after disassembling that method that I found out what was going on The MoveNext method above results in the following IL: .method public hidebysig newslot virtual final instance bool MoveNext() cil managed { .maxstack 1 .locals init ( [0] bool CS$1$0000, [1] valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator CS$0$0001) L_0000: nop L_0001: ldarg.0 L_0002: ldfld valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator EnumeratorWrapper::m_Enumerator L_0007: stloc.1 L_0008: ldloca.s CS$0$0001 L_000a: call instance bool [System]System.Collections.Generic.LinkedList`1/Enumerator::MoveNext() L_000f: stloc.0 L_0010: br.s L_0012 L_0012: ldloc.0 L_0013: ret } Here, the important line is 0002 - m_Enumerator is accessed using the ldfld operator, which does the following: Finds the value of a field in the object whose reference is currently on the evaluation stack. So, what the MoveNext method is doing is the following: public bool MoveNext() { LinkedList<int>.Enumerator CS$0$0001 = this.m_Enumerator; bool CS$1$0000 = CS$0$0001.MoveNext(); return CS$1$0000; } The enumerator instance being modified by the call to MoveNext is the one stored in the CS$0$0001 variable on the stack, and not the one in the EnumeratorWrapper class instance. Hence why the state of m_Enumerator wasn't getting updated. Hmm, ok. Well, why is it doing this? If you have a read of Eric Lippert's blog post about this issue, you'll notice he quotes a few sections of the C# spec. In particular, 7.5.4: ...if the field is readonly and the reference occurs outside an instance constructor of the class in which the field is declared, then the result is a value, namely the value of the field I in the object referenced by E. And my m_Enumerator field is readonly! Indeed, if I remove the readonly from the class variable then the problem goes away, and the code works as expected. The IL confirms this: .method public hidebysig newslot virtual final instance bool MoveNext() cil managed { .maxstack 1 .locals init ( [0] bool CS$1$0000) L_0000: nop L_0001: ldarg.0 L_0002: ldflda valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator EnumeratorWrapper::m_Enumerator L_0007: call instance bool [System]System.Collections.Generic.LinkedList`1/Enumerator::MoveNext() L_000c: stloc.0 L_000d: br.s L_000f L_000f: ldloc.0 L_0010: ret } Notice on line 0002, instead of the ldfld we had before, we've got a ldflda, which does this: Finds the address of a field in the object whose reference is currently on the evaluation stack. Instead of loading the value, we're loading the address of the m_Enumerator field. So now the call to MoveNext modifies the enumerator stored in the class rather than on the stack, and everything works as expected. Previously, I had thought enumerator structs were an odd but interesting feature of the BCL that I had used in the past to do linked list slices. However, effects like this only underline how dangerous mutable structs are, and I'm at a loss to explain why the enumerators were implemented as structs in the first place. (interestingly, the SortedList<TKey, TValue> enumerator is a struct but is private, which makes it even more odd - the only way it can be accessed is as a boxed IEnumerator!). I would love to hear people's theories as to why the enumerators are implemented in such a fashion. And bonus points if you can explain why LinkedList<int>.Enumerator.Reset is an explicit implementation but Dispose is implicit... Note to self: never ever ever code a mutable struct.

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  • Using DLLEXPORT to export DLL function With Class to C#

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • Run the Windows .net Application in System Tray on System Startup

    - by Rajneesh Verma
    Hi, Today i have created a .net windows application which has following key points. 1. Run only one instance of the project: to achieve this i have change the code of Program.cs as: Code Snippet static class Program { /// <summary> /// The main entry point for the application. /// </summary> [ STAThread ] static void Main() { bool instanceCountOne = false ; using ( Mutex mtex = new Mutex ( true , "MyRunningApp" , out instanceCountOne)) { if (instanceCountOne) { Application ...(read more)

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  • Introducing jLight &ndash; Talking to the DOM using Silverlight and jQuery.

    - by Timmy Kokke
    Introduction With the recent news about Silverlight on the Windows Phone and all the great Out-Of-Browser features in the upcoming Silverlight 4 you almost forget Silverlight is a browser plugin. It most often runs in a web browser and often as a control. In many cases you need to communicate with the browser to get information about textboxes, events or details about the browser itself. To do this you can use JavaScript from Silverlight. Although Silverlight works the same on every browser, JavaScript does not and it won’t be long before problems arise. To overcome differences in browser I like to use jQuery. The only downside of doing this is that there’s a lot more code needed that you would normally use when you write jQuery in JavaScript. Lately, I had to catch changes is the browser scrollbar and act to the new position. I also had to move the scrollbar when the user dragged around in the Silverlight application. With jQuery it was peanuts to get and set the right attributes, but I found that I had to write a lot of code on Silverlight side.  With a few refactoring I had a separated out the plumbing into a new class and could call only a few methods on that to get the same thing done. The idea for jLight was born. jLight vs. jQuery The main purpose of jLight is to take the ease of use of jQuery and bring it into Silverlight for handling DOM interaction. For example, to change the text color of a DIV to red, in jQuery you would write: jQuery("div").css("color","red"); In jLight the same thing looks like so: jQuery.Select("div").Css("color","red");   Another example. To change the offset in of the last SPAN you could write this in jQuery : jQuery("span:last").offset({left : 10, top : 100});   In jLight this would do the same: jQuery.Select("span:last").Offset(new {left = 10, top = 100 });   Callbacks Nothing too special so far. To get the same thing done using the “normal” HtmlPage.Window.Eval, it wouldn’t require too much effort. But to wire up a handler for events from the browser it’s a whole different story. Normally you need to register ScriptMembers, ScriptableTypes or write some code in JavaScript. jLight takes care of the plumbing and provide you with an simple interface in the same way jQuery would. If you would like to handle the scroll event of the BODY of your html page, you’ll have to bind the event using jQuery and have a function call back to a registered function in Silverlight. In the example below I assume there’s a method “SomeMethod” and it is registered as a ScriptableObject as “RegisteredFromSilverlight” from Silverlight.   jQuery("body:first").scroll(function() { var sl = document.getElementbyId("SilverlightControl"); sl.content.RegisteredFromSilverlight.SomeMethod($(this)); });       Using jLight  in Silverlight the code would be even simpler. The registration of RegisteredFromSilverlight  as ScriptableObject can be omitted.  Besides that, you don’t have to write any JavaScript or evaluate strings with JavaScript.   jQuery.Select("body:first").scroll(SomeMethod);   Lambdas Using a lambda in Silverlight can make it even simpler.  Each is the jQuery equivalent of foreach in C#. It calls a function for every element found by jQuery. In this example all INPUT elements of the text type are selected. The FromObject method is used to create a jQueryObject from an object containing a ScriptObject. The Val method from jQuery is used to get the value of the INPUT elements.   jQuery.Select("input:text").Each((element, index) => { textBox1.Text += jQueryObject.FromObject(element).Val(); return null; });   Ajax One thing jQuery is often used for is making Ajax calls. Making calls to services to external services can be done from Silverlight, but as easy as using jQuery. As an example I would like to show how jLight does this. Below is the entire code behind. It searches my name on twitter and shows the result. This example can be found in the source of the project. The GetJson method passes a Silverlight JsonValue to a callback. This callback instantiates Twit objects and adds them to a ListBox called TwitList.   public partial class DemoPage2 : UserControl { public DemoPage2() { InitializeComponent(); jQuery.Load(); }   private void CallButton_Click(object sender, RoutedEventArgs e) { jQuery.GetJson("http://search.twitter.com/search.json?lang=en&q=sorskoot", Done); }   private void Done(JsonValue arg) { var tweets = new List<Twit>(); foreach (JsonObject result in arg["results"]) { tweets.Add(new Twit() { Text = (string)result["text"], Image = (string)result["profile_image_url"], User = (string)result["from_user"] } ); } TwitList.ItemsSource = tweets; } }   public class Twit { public string User { get; set; } public string Image { get; set; } public string Text { get; set; } }   Conclusion Although jLight is still in development it can be used already.There isn’t much documentation yet, but if you know jQuery jLight isn’t very hard to use.  If you would like to try it, please let me know what you think and report any problems you run in to. jLight can be found at:   http://jlight.codeplex.com

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  • How to read BC4 texture in GLSL?

    - by Question
    I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment shader. Usually, to get colors from a texture within a fragment shader, i do : uniform sampler2D TextureUnit; void main() { vec4 TexColor = texture2D(TextureUnit, vec2(gl_TexCoord[0])); (...) the result of which is obviously a v4, for RGBA. But now, i'm supposed to receive a single float from the read. I'm struggling to understand how this is achieved. Should i still use a texture sampler, and expect the value to be in a specific position (for example, within TexColor.r ?), or should i use something else ?

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  • What is the correct way to handle debug output in Java?

    - by Federico Zancan
    As my current Java projects grow bigger and bigger, I feel a likewise growing need to insert debug output in several points of my code. To enable or disable this feature appropriately, depending on the opening or closure of the test sessions, I usually put a private static final boolean DEBUG = false at the beginning of the classes my tests are inspecting, and trivially use it this way (for example): public MyClass { private static final boolean DEBUG = false; ... some code ... public void myMethod(String s) { if (DEBUG) { System.out.println(s); } } } and the like. But that doesn't bliss me out, because of course it works but there could be too many classes in which to set DEBUG to true, if you are not staring at just a couple of them. Conversely, I (like - I think - many others) wouldn't love to put the whole application in debug mode, as the amount of text being output could be overwhelming. So, is there a correct way to architecturally handle such situation or the most correct way is to use the DEBUG class member?

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  • JavaScript function to Redirects parent of IFrame to specified URL

    - by Michael Freidgeim
    /// <summary>    /// Redirects parent of IFrame to specified URL    /// If current page doesn't have parent, redirect itself    /// </summary>    /// <param name="page"></param>    /// <param name="url"></param>    public static void NavigateParentToUrl(Page page, string url)    {     String script = @" try { var sUrl='" + url + @"'; if (self.parent.frames.length != 0)     self.parent.location=sUrl; else   self.location = sUrl; } catch (Exception) {} ";     page.ClientScript.RegisterStartupScript(TypeForClientScript(), MethodBase.GetCurrentMethod().Name, script, true);    }    /// <summary>

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  • How can I fade something to clear instead of white?

    - by Raven Dreamer
    I've got an XNA game which essentially has "floating combat text": short-lived messages that display for a fraction of a second and then disappear. I've recently added a gradual "fade-away" effect, like so: public void Update() { color.A -= 10; position.X += 3; if (color.A <= 10) isDead = true; } Where color is the Color int the message displays as. This works as expected, however, it fades the messages to white, which is very noticeable on my indigo background. Is there some way to fade it to transparent, rather than white? Lerp-ing towards the background color isn't an option, as there's a possibility there will be something between the text and the background, which would simply be the inverse of the current problem.

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  • OpenGL ES Basic Fragment Shader help with transparency

    - by Chris
    I have just spent my first half hour playing with the shader language. I have modified the basic program I have which renders the texture, to allow me to colour the texture. varying vec2 texCoord; uniform sampler2D texSampler; /* Given the texture coordinates, our pixel shader grabs the corresponding * color from the texture. */ void main() { //gl_FragColor = texture2D(texSampler, texCoord); gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).xyz,1); } I have noticed how this affects my transparent textures, and I believe I am loosing the alpha channel which would explain why previously transparent area's appear totally black. If I use the following line instead, I am shown the transparent area's gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).aaa,1); How can I retain the transparency after this modification to the colour? I have seen various things about a .w property, and also luminous, but my tweaks with those and the .aaa property are not working XD

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • iPhone SDK vs. Windows Phone 7 Series SDK Challenge, Part 2: MoveMe

    In this series, I will be taking sample applications from the iPhone SDK and implementing them on Windows Phone 7 Series.  My goal is to do as much of an apples-to-apples comparison as I can.  This series will be written to not only compare and contrast how easy or difficult it is to complete tasks on either platform, how many lines of code, etc., but Id also like it to be a way for iPhone developers to either get started on Windows Phone 7 Series development, or for developers in general to learn the platform. Heres my methodology: Run the iPhone SDK app in the iPhone Simulator to get a feel for what it does and how it works, without looking at the implementation Implement the equivalent functionality on Windows Phone 7 Series using Silverlight. Compare the two implementations based on complexity, functionality, lines of code, number of files, etc. Add some functionality to the Windows Phone 7 Series app that shows off a way to make the scenario more interesting or leverages an aspect of the platform, or uses a better design pattern to implement the functionality. You can download Microsoft Visual Studio 2010 Express for Windows Phone CTP here, and the Expression Blend 4 Beta here. If youre seeing this series for the first time, check out Part 1: Hello World. A note on methodologyin the prior post there was some feedback about lines of code not being a very good metric for this exercise.  I dont really disagree, theres a lot more to this than lines of code but I believe that is a relevant metric, even if its not the ultimate one.  And theres no perfect answer here.  So I am going to continue to report the number of lines of code that I, as a developer would need to write in these apps as a data point, and Ill leave it up to the reader to determine how that fits in with overall complexity, etc.  The first example was so basic that I think it was difficult to talk about in real terms.  I think that as these apps get more complex, the subjective differences in concept count and will be more important.  MoveMe The MoveMe app is the main end-to-end app writing example in the iPhone SDK, called Creating an iPhone Application.  This application demonstrates a few concepts, including handling touch input, how to do animations, and how to do some basic transforms. The behavior of the application is pretty simple.  User touches the button: The button does a throb type animation where it scales up and then back down briefly. User drags the button: After a touch begins, moving the touch point will drag the button around with the touch. User lets go of the button: The button animates back to its original position, but does a few small bounces as it reaches its original point, which makes the app fun and gives it an extra bit of interactivity. Now, how would I write an app that meets this spec for Windows Phone 7 Series, and how hard would it be?  Lets find out!     Implementing the UI Okay, lets build the UI for this application.  In the HelloWorld example, we did all the UI design in Visual Studio and/or by hand in XAML.  In this example, were going to use the Expression Blend 4 Beta. You might be wondering when to use Visual Studio, when to use Blend, and when to do XAML by hand.  Different people will have different takes on this, but heres mine: XAML by hand simple UI that doesnt contain animations, gradients, etc., and or UI that I want to really optimize and craft when I know exactly what I want to do. Visual Studio Basic UI layout, property setting, data binding, etc. Blend Any serious design work needs to be done in Blend, including animations, handling states and transitions, styling and templating, editing resources. As in Part 1, go ahead and fire up Visual Studio 2010 Express for Windows Phone (yes, soon it will take longer to say the name of our products than to start them up!), and create a new Windows Phone Application.  As in Part 1, clear out the XAML from the designer.  An easy way to do this is to just: Click on the design surface Hit Control+A Hit Delete Theres a little bit left over (the Grid.RowDefinitions element), just go ahead and delete that element so were starting with a clean state of only one outer Grid element. To use Blend, we need to save this project.  See, when you create a project with Visual Studio Express, it doesnt commit it to the disk (well, in a place where you can find it, at least) until you actually save the project.  This is handy if youre doing some fooling around, because it doesnt clutter your disk with WindowsPhoneApplication23-like directories.  But its also kind of dangerous, since when you close VS, if you dont save the projectits all gone.  Yes, this has bitten me since I was saving files and didnt remember that, so be careful to save the project/solution via Save All, at least once. So, save and note the location on disk.  Start Expression Blend 4 Beta, and chose File > Open Project/Solution, and load your project.  You should see just about the same thing you saw over in VS: a blank, black designer surface. Now, thinking about this application, we dont really need a button, even though it looks like one.  We never click it.  So were just going to create a visual and use that.  This is also true in the iPhone example above, where the visual is actually not a button either but a jpg image with a nice gradient and round edges.  Well do something simple here that looks pretty good. In Blend, look in the tool pane on the left for the icon that looks like the below (the highlighted one on the left), and hold it down to get the popout menu, and choose Border:    Okay, now draw out a box in the middle of the design surface of about 300x100.  The Properties Pane to the left should show the properties for this item. First, lets make it more visible by giving it a border brush.  Set the BorderBrush to white by clicking BorderBrush and dragging the color selector all the way to the upper right in the palette.  Then, down a bit farther, make the BorderThickness 4 all the way around, and the CornerRadius set to 6. In the Layout section, do the following to Width, Height, Horizontal and Vertical Alignment, and Margin (all 4 margin values): Youll see the outline now is in the middle of the design surface.  Now lets give it a background color.  Above BorderBrush select Background, and click the third tab over: Gradient Brush.  Youll see a gradient slider at the bottom, and if you click the markers, you can edit the gradient stops individually (or add more).  In this case, you can select something you like, but wheres what I chose: Left stop: #BFACCFE2 (I just picked a spot on the palette and set opacity to 75%, no magic here, feel free to fiddle these or just enter these numbers into the hex area and be done with it) Right stop: #FF3E738F Okay, looks pretty good.  Finally set the name of the element in the Name field at the top of the Properties pane to welcome. Now lets add some text.  Just hit T and itll select the TextBlock tool automatically: Now draw out some are inside our welcome visual and type Welcome!, then click on the design surface (to exit text entry mode) and hit V to go back into selection mode (or the top item in the tool pane that looks like a mouse pointer).  Click on the text again to select it in the tool pane.  Just like the border, we want to center this.  So set HorizontalAlignment and VerticalAlignment to Center, and clear the Margins: Thats it for the UI.  Heres how it looks, on the design surface: Not bad!  Okay, now the fun part Adding Animations Using Blend to build animations is a lot of fun, and its easy.  In XAML, I can not only declare elements and visuals, but also I can declare animations that will affect those visuals.  These are called Storyboards. To recap, well be doing two animations: The throb animation when the element is touched The center animation when the element is released after being dragged. The throb animation is just a scale transform, so well do that first.  In the Objects and Timeline Pane (left side, bottom half), click the little + icon to add a new Storyboard called touchStoryboard: The timeline view will appear.  In there, click a bit to the right of 0 to create a keyframe at .2 seconds: Now, click on our welcome element (the Border, not the TextBlock in it), and scroll to the bottom of the Properties Pane.  Open up Transform, click the third tab ("Scale), and set X and Y to 1.2: This all of this says that, at .2 seconds, I want the X and Y size of this element to scale to 1.2. In fact you can see this happen.  Push the Play arrow in the timeline view, and youll see the animation run! Lets make two tweaks.  First, we want the animation to automatically reverse so it scales up then back down nicely. Click in the dropdown that says touchStoryboard in Objects and Timeline, then in the Properties pane check Auto Reverse: Now run it again, and youll see it go both ways. Lets even make it nicer by adding an easing function. First, click on the Render Transform item in the Objects tree, then, in the Property Pane, youll see a bunch of easing functions to choose from.  Feel free to play with this, then seeing how each runs.  I chose Circle In, but some other ones are fun.  Try them out!  Elastic In is kind of fun, but well stick with Circle In.  Thats it for that animation. Now, we also want an animation to move the Border back to its original position when the user ends the touch gesture.  This is exactly the same process as above, but just targeting a different transform property. Create a new animation called releaseStoryboard Select a timeline point at 1.2 seconds. Click on the welcome Border element again Scroll to the Transforms panel at the bottom of the Properties Pane Choose the first tab (Translate), which may already be selected Set both X and Y values to 0.0 (we do this just to make the values stick, because the value is already 0 and we need Blend to know we want to save that value) Click on RenderTransform in the Objects tree In the properties pane, choose Bounce Out Set Bounces to 6, and Bounciness to 4 (feel free to play with these as well) Okay, were done. Note, if you want to test this Storyboard, you have to do something a little tricky because the final value is the same as the initial value, so playing it does nothing.  If you want to play with it, do the following: Next to the selection dropdown, hit the little "x (Close Storyboard) Go to the Translate Transform value for welcome Set X,Y to 50, 200, respectively (or whatever) Select releaseStoryboard again from the dropdown Hit play, see it run Go into the object tree and select RenderTransform to change the easing function. When youre done, hit the Close Storyboard x again and set the values in Transform/Translate back to 0 Wiring Up the Animations Okay, now go back to Visual Studio.  Youll get a prompt due to the modification of MainPage.xaml.  Hit Yes. In the designer, click on the welcome Border element.  In the Property Browser, hit the Events button, then double click each of ManipulationStarted, ManipulationDelta, ManipulationCompleted.  Youll need to flip back to the designer from code, after each double click. Its code time.  Here we go. Here, three event handlers have been created for us: welcome_ManipulationStarted: This will execute when a manipulation begins.  Think of it as MouseDown. welcome_ManipulationDelta: This executes each time a manipulation changes.  Think MouseMove. welcome_ManipulationCompleted: This will  execute when the manipulation ends. Think MouseUp. Now, in ManipuliationStarted, we want to kick off the throb animation that we called touchAnimation.  Thats easy: 1: private void welcome_ManipulationStarted(object sender, ManipulationStartedEventArgs e) 2: { 3: touchStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Likewise, when the manipulation completes, we want to re-center the welcome visual with our bounce animation: 1: private void welcome_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e) 2: { 3: releaseStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Note there is actually a way to kick off these animations from Blend directly via something called Triggers, but I think its clearer to show whats going on like this.  A Trigger basically allows you to say When this event fires, trigger this Storyboard, so its the exact same logical process as above, but without the code. But how do we get the object to move?  Well, for that we really dont want an animation because we want it to respond immediately to user input. We do this by directly modifying the transform to match the offset for the manipulation, and then well let the animation bring it back to zero when the manipulation completes.  The manipulation events do a great job of keeping track of all the stuff that you usually had to do yourself when doing drags: where you started from, how far youve moved, etc. So we can easily modify the position as below: 1: private void welcome_ManipulationDelta(object sender, ManipulationDeltaEventArgs e) 2: { 3: CompositeTransform transform = (CompositeTransform)welcome.RenderTransform; 4:   5: transform.TranslateX = e.CumulativeManipulation.Translation.X; 6: transform.TranslateY = e.CumulativeManipulation.Translation.Y; 7: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Thats it! Go ahead and run the app in the emulator.  I suggest running without the debugger, its a little faster (CTRL+F5).  If youve got a machine that supports DirectX 10, youll see nice smooth GPU accelerated graphics, which also what it looks like on the phone, running at about 60 frames per second.  If your machine does not support DX10 (like the laptop Im writing this on!), it wont be quite a smooth so youll have to take my word for it! Comparing Against the iPhone This is an example where the flexibility and power of XAML meets the tooling of Visual Studio and Blend, and the whole experience really shines.  So, for several things that are declarative and 100% toolable with the Windows Phone 7 Series, this example does them with code on the iPhone.  In parens is the lines of code that I count to do these operations. PlacardView.m: 19 total LOC Creating the view that hosts the button-like image and the text Drawing the image that is the background of the button Drawing the Welcome text over the image (I think you could technically do this step and/or the prior one using Interface Builder) MoveMeView.m:  63 total LOC Constructing and running the scale (throb) animation (25) Constructing the path describing the animation back to center plus bounce effect (38) Beyond the code count, yy experience with doing this kind of thing in code is that its VERY time intensive.  When I was a developer back on Windows Forms, doing GDI+ drawing, we did this stuff a lot, and it took forever!  You write some code and even once you get it basically working, you see its not quite right, you go back, tweak the interval, or the math a bit, run it again, etc.  You can take a look at the iPhone code here to judge for yourself.  Scroll down to animatePlacardViewToCenter toward the bottom.  I dont think this code is terribly complicated, but its not what Id call simple and its not at all simple to get right. And then theres a few other lines of code running around for setting up the ViewController and the Views, about 15 lines between MoveMeAppDelegate, PlacardView, and MoveMeView, plus the assorted decls in the h files. Adding those up, I conservatively get something like 100 lines of code (19+63+15+decls) on iPhone that I have to write, by hand, to make this project work. The lines of code that I wrote in the examples above is 5 lines of code on Windows Phone 7 Series. In terms of incremental concept counts beyond the HelloWorld app, heres a shot at that: iPhone: Drawing Images Drawing Text Handling touch events Creating animations Scaling animations Building a path and animating along that Windows Phone 7 Series: Laying out UI in Blend Creating & testing basic animations in Blend Handling touch events Invoking animations from code This was actually the first example I tried converting, even before I did the HelloWorld, and I was pretty surprised.  Some of this is luck that this app happens to match up with the Windows Phone 7 Series platform just perfectly.  In terms of time, I wrote the above application, from scratch, in about 10 minutes.  I dont know how long it would take a very skilled iPhone developer to write MoveMe on that iPhone from scratch, but if I was to write it on Silverlight in the same way (e.g. all via code), I think it would likely take me at least an hour or two to get it all working right, maybe more if I ended up picking the wrong strategy or couldnt get the math right, etc. Making Some Tweaks Silverlight contains a feature called Projections to do a variety of 3D-like effects with a 2D surface. So lets play with that a bit. Go back to Blend and select the welcome Border in the object tree.  In its properties, scroll down to the bottom, open Transform, and see Projection at the bottom.  Set X,Y,Z to 90.  Youll see the element kind of disappear, replaced by a thin blue line. Now Create a new animation called startupStoryboard. Set its key time to .5 seconds in the timeline view Set the projection values above to 0 for X, Y, and Z. Save Go back to Visual Studio, and in the constructor, add the following bold code (lines 7-9 to the constructor: 1: public MainPage() 2: { 3: InitializeComponent(); 4:   5: SupportedOrientations = SupportedPageOrientation.Portrait; 6:   7: this.Loaded += (s, e) => 8: { 9: startupStoryboard.Begin(); 10: }; 11: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If the code above looks funny, its using something called a lambda in C#, which is an inline anonymous method.  Its just a handy shorthand for creating a handler like the manipulation ones above. So with this youll get a nice 3D looking fly in effect when the app starts up.  Here it is, in flight: Pretty cool!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Customizing configuration with Dependency Injection

    - by mathieu
    I'm designing a small application infrastructure library, aiming to simplify development of ASP.NET MVC based applications. Main goal is to enforce convention over configuration. Hovewer, I still want to make some parts "configurable" by developpers. I'm leaning towards the following design: public interface IConfiguration { SomeType SomeValue; } // this one won't get registered in container protected class DefaultConfiguration : IConfiguration { public SomeType SomeValue { get { return SomeType.Default; } } } // declared inside 3rd party library, will get registered in container protected class CustomConfiguration : IConfiguration { public SomeType SomeValue { get { return SomeType.Custom; } } } And the "service" class : public class Service { private IConfiguration conf = new DefaultConfiguration(); // optional dependency, if found, will be set to CustomConfiguration by DI container public IConfiguration Conf { get { return conf; } set { conf = value; } } public void Configure() { DoSomethingWith( Conf ); } } There, the "configuration" part is clearly a dependency of the service class, but it this an "overuse" of DI ?

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  • Unit testing time-bound code

    - by maasg
    I'm currently working on an application that does a lot of time-bound operations. That is, based on long now = System.currentTimeMillis();, and combined with an scheduler, it will calculate periods of time that parametrize the execution of some operations. e.g.: public void execute(...) { // executed by an scheduler each x minutes final int now = (int) TimeUnit.MILLISECONDS.toSeconds(System.currentTimeMillis()); final int alignedTime = now - now % getFrequency() ; final int startTime = alignedTime - 2 * getFrequency(); final int endTimeSecs = alignedTime - getFrequency(); uploadData(target, startTime, endTimeSecs); } Most parts of the application are unit-tested independently of time (in this case, uploadData has a natural unit test), but I was wondering about best practices for testing time-bound parts that rely on System.currentTimeMillis() ?

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • How to create an Access database by using ADOX and Visual C# .NET

    - by SAMIR BHOGAYTA
    Build an Access Database 1. Open a new Visual C# .NET console application. 2. In Solution Explorer, right-click the References node and select Add Reference. 3. On the COM tab, select Microsoft ADO Ext. 2.7 for DDL and Security, click Select to add it to the Selected Components, and then click OK. 4. Delete all of the code from the code window for Class1.cs. 5. Paste the following code into the code window: using System; using ADOX; private void btnCreate_Click(object sender, EventArgs e) { ADOX.CatalogClass cat = new ADOX.CatalogClass(); cat.Create("Provider=Microsoft.Jet.OLEDB.4.0;" +"Data Source=D:\\NewMDB.mdb;" +"Jet OLEDB:Engine Type=5"); MessageBox.Show("Database Created Successfully"); cat = null; }

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • Quick and Dirty way to search for characters in a string

    - by mbcrump
    I saw this today on StackOverflow, all credit goes to Jon Skeet. I have always used RegEx or loops to check for special chars. This is a more human-friendly way of doing it.   Code Snippet using System;   class Program {     //field     private static readonly char[] SpecialChars = "!@#$%^&*()".ToCharArray();       static void Main(string[] args)     {         //text to search for         string text = "michael";         int indexOf = text.IndexOfAny(SpecialChars);               if (indexOf == -1)             {                 Console.WriteLine("no special char");             }               Console.ReadLine();     } }

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  • Is there a more intelligent way to do this besides a long chain of if statements or switch?

    - by Harrison Nguyen
    I'm implementing an IRC bot that receives a message and I'm checking that message to determine which functions to call. Is there a more clever way of doing this? It seems like it'd quickly get out of hand after I got up to like 20 commands. Perhaps there's a better way to abstract this? public void onMessage(String channel, String sender, String login, String hostname, String message){ if (message.equalsIgnoreCase(".np")){ // TODO: Use Last.fm API to find the now playing } else if (message.toLowerCase().startsWith(".register")) { cmd.registerLastNick(channel, sender, message); } else if (message.toLowerCase().startsWith("give us a countdown")) { cmd.countdown(channel, message); } else if (message.toLowerCase().startsWith("remember am routine")) { cmd.updateAmRoutine(channel, message, sender); } }

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