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  • What functionality should a (basic) mock framework have?

    - by user1175327
    If i would start on writing a simple Mock framework, then what are the things that a basic mock framework MUST have? Obviously mocking any object, but what about assertions and perhaps other things? When I think of how I would write my own mock framework then I realise how much I really know (or don't know) and what I would trip up on. So this is more for educational purposes. Of course I did research and this is what i've come up with that a minimal mocking framework should be able to do. Now my question in this whole thing is, am I missing some important details in my ideas? Mocking Mocking a class: Should be able to mock any class. The Mock should preserve the properties and their original values as they were set in the original class. All method implementations are empty. Calls to methods of Mock: The Mock framework must be able to define what a mocked method must return. IE: $MockObj->CallTo('SomeMethod')->Returns('some value'); Assertions To my understanding mocking frameworks also have a set of assertions. These are the ones I think are most important (taken from SimpleTest). expect($method, $args) Arguments must match if called expectAt($timing, $method, $args) Arguments must match when called on the $timing'th time expectCallCount($method, $count) The method must be called exactly this many times expectMaximumCallCount($method, $count) Call this method no more than $count times expectMinimumCallCount($method, $count) Must be called at least $count times expectNever($method) Must never be called expectOnce($method, $args) Must be called once and with the expected arguments if supplied expectAtLeastOnce($method, $args) Must be called at least once, and always with any expected arguments And that's basically, as far as I understand, what a mock framework should be able to do. But is this really everything? Because it currently doesn't seem like a big deal to build something like this. But that's also the reason why I have the feeling that i'm missing some important details about such a framework. So is my understanding right about a mock framework? Or am i missing alot of details?

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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Manually "draw" data for chart, output to CSV

    - by Ambidex
    I need a service that will allow me to draw a chart line by hand and generate data points for what I drew. This might sound crazy, but I need some data (preferably in CSV output) that will only approximately show value X at time Y and I do not want to go and produce these values by hand. I only have to know how it will flow along. Anyone know how to actually accomplish this? So, I would actually want to draw a line on a graph, and then get the output (X + Y) from that line I drew in a (preferably) CSV.

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  • Configuring SQL Server Management Studio to use Windows Integrated Authentication &hellip; from non-

    - by Enrique Lima
    Did you know you can pass your Windows credentials to SQL Server even when working from a workstation that is not joined to a domain? Here is how … From Start, then click All Programs, find Microsoft SQL Server (version 2005 or 2008). Once there, do a right-click on SQL Server Management Studio, then click on Properties Now, follow below to modify the entry for Target: Now the real task (we will be using the runas command) … Modify the shortcut’s target as follows, and remember to replace <domain\user> with the values that correspond to your environment : x64 SQL Server 2008 C:\Windows\System32\runas.exe /user:<domain\user> /netonly "C:\Program Files (x86)\Microsoft SQL Server\100\Tools\binn\VSShell\Common7\IDE\Ssms.exe -nosplash" SQL Server 2005 C:\Windows\System32\runas.exe /user:<domain\user> /netonly "C:\Program Files (x86)\Microsoft SQL Server\90\Tools\binn\VSShell\Common7\IDE\SqlWb.exe -nosplash" x86 SQL Server 2008 C:\Windows\System32\runas.exe /user:<domain\user> /netonly "C:\Program Files\Microsoft SQL Server\100\Tools\binn\VSShell\Common7\IDE\Ssms.exe -nosplash" SQL Server 2005 C:\Windows\System32\runas.exe /user:<domain\user> /netonly "C:\Program Files\Microsoft SQL Server\90\Tools\binn\VSShell\Common7\IDE\SqlWb.exe -nosplash" Since we modified the shortcut, we will need to fix the icon for SSMS.  We will fix it by pressing the Change Icon… button and pointing to the original “icon” providers. It is the executables for SSMS that hold the icon information, so we need to point to … x64 SQL Server 2008 %ProgramFiles% (x86)\Microsoft SQL Server\100\Tools\Binn\VSShell\Common7\IDE\Ssms.exe SQL Server 2005 C:\Program Files (x86)\Microsoft SQL Server\90\Tools\binn\VSShell\Common7\IDE\SqlWb.exe x86 SQL Server 2008 %ProgramFiles%\Microsoft SQL Server\100\Tools\Binn\VSShell\Common7\IDE\Ssms.exe SQL Server 2005 C:\Program Files\Microsoft SQL Server\90\Tools\binn\VSShell\Common7\IDE\SqlWb.exe When you start SSMS from a modified shortcut, you’ll be prompted for your domain password: SSMS will show up stating a different account in the username box, but the parameters from the configuration you are doing above do work and will pass on correctly.

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  • Analyse frequencies of date ranges in Google Spreadsheet

    - by wnstnsmth
    I have a Google Spreadsheet where I would like to compute occurrences of date ranges. As you can see in my sheet, there is a column date_utc+1 which contains almost random date data. What I would like to do is put the date values into bins of 6 hours each, i.e., 12/5/2012 23:57:04 until 12/6/2012 0:03:17 would be in the first bin, 12/6/2012 11:20:53 until 12/6/2012 17:17:07 in the second bin, and so forth. Then, I would like to count the occurrence of those bins, such as bin_from bin_to freq ----------------------------------------------- 12/5/2012 23:57:04 12/6/2012 0:03:17 2 12/6/2012 11:20:53 12/6/2012 17:17:07 19 ... ... ... Hope it is clear what I mean. Partial hints are very welcome as well since I am pretty new to spreadsheeting.

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  • How to access Windows Registry from DOS

    - by SEARAS
    How to access Windows Registry from DOS? I need to access registry from DOS, while I boot from DOS bootable disk. I've searched all the internet, and found only Offline NT Password and Registry Editor, which can not be used in DOS, as I understand. Also I've found RegView (from many mirrors), which isn't working too (I've tried many instructions). Is there any easy-in-usage tool, like reg.exe, which is able to load registry hives, so that I can change registry values?? Or any working instructions ?? Note: I already have a bootable drive, which can read/write to NTFS drives. Thanks in advance!

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  • Java Applet Tower Defence Game needs tweeking

    - by Ephiras
    Hello :) i have made a tower defence Game for my computer science class as one of my major projects, but have encountered some rather fatal roadblocks. here they are creating a menu screen (class Menu) that can set the total number of enimies, the max number of towers, starting money and the map. i tried creating a constructor in my Main class that sets all the values to whatever the Menu class passes in. I want the Menu screen to close after a difficulty has been selected and the main class to begin. Another problem i would really like some help with is instead of having to write entire arrays i would like to create a small segment of code that runs through an entire picture and sets up an array based on that pixels color.this way i can have multiple levels just dragged into a level folder and have the program read through them. users can even create their own. so a 1 if its yellow, a two if blue and a 3 if purple, then everything else = 0; you can download all the classes and code uif you'd like here sorry about having to redirect you but i wasn't sure how to efficently add a code spoiler. help is greatly appreciated

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  • Reacting to rectangle on rectangle collisions

    - by mcjohnalds45
    I don't know how to react to collisions between two axis aligned rectangles that have x, y, width and height values (x and y are from the centre of the box) to make them simply not overlap. I figured I'd just make them move away from each other depending on how far they intersect in the opposite direction (left, right, up or down) of where they collided. If I check for collisions only on the x axis or only on the y axis it works fine, but when checking for both collisions crazy stuff happens. This code executes when the first box collides with the second. It's in lua but feel free to answer in anything that isn't to too counter-intuitive. if box1.x < box2.x then box1.x = box1.x + box2.x - box1.x - (box1.width / 2) - (box2.width / 2) end if box1.x > box2.x then box1.x = box1.x - (box1.x - box2.x - (box1.width / 2) - (box2.width / 2)) end if box1.y < box2.y then box1.y = box1.y + box2.y - box1.y - (box1.height / 2) - (box2.height / 2) end if box1.y > box2.y then box1.y = box1.y - (box1.y - box2.y - (box1.height / 2) - (box2.height / 2)) end

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  • Oracle OpenWorld Session: “Business Driven Development with BPM: Lessons from the Real World”

    - by Ajay Khanna
    One of key values that BPM promises is “Business Empowerment”. People closest to the processes, who participate in the process every day, are the ones who know most about the process. These are the people who run day-to-day operations, people who triage customer issues, people who envision improvements and innovations. It is, therefore, imperative that when a company decides to use BPM technology to automate their business processes, business people take the driver’s seat. BPM is not an IT only project. Oracle BPM suite has been designed keeping this core tenet of BPM, Business Empowerment, in mind. The result is business user centered design of Process Composer. Process Composer is designed to let business users document their processes, analyze them using simulation, create web forms, specify business rules and even run them in testing mode using process player, to see if the designed process meets their needs. This does not mean that IT has no role in this process. In fact, Oracle BPM Suite has made it very easy for Business and IT to collaborate. The same process can be shared among business, and IT stakeholders and each can collaborate to create model-driven, process based executable applications. A process may need to integrate with multiple systems via various mechanisms, and IT leads system and data integration effort. IT helps fine tune the performance of process applications and ensures that the deployment of process application meets scalability and failover standards. In this session, we saw Harish Gaur and Satya Narayanan from Oracle demonstrate roles Business and IT play in BPM projects and how Oracle BPM Suite enables business and IT collaboration to design and automate process based applications. They also discussed real life customer stories. Some key takeaways from this session: There are no IT projects, only business initiatives, requiring IT support Identify high impact processes – critical, better BPM ROI Identify key metrics to measure process performance Align business with IT layer

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  • Compute the AES-encryption key given the plaintext and its ciphertext?

    - by Null Pointers etc.
    I'm tasked with creating database tables in Oracle which contain encrypted strings (i.e., the columns are RAW). The strings are encrypted by the application (using AES, 128-bit key) and stored in Oracle, then later retrieved from Oracle and decrypted (i.e., Oracle itself never sees the unencrypted strings). I've come across this one column that will be one of two strings. I'm worried that someone will notice and presumably figure out what those two values to figure out the AES key. For example, if someone sees that the column is either Ciphertext #1 or #2: Ciphertext #1: BF,4F,8B,FE, 60,D8,33,56, 1B,F2,35,72, 49,20,DE,C6. Ciphertext #2: BC,E8,54,BD, F4,B3,36,3B, DD,70,76,45, 29,28,50,07. and knows the corresponding Plaintexts: Plaintext #1 ("Detroit"): 44,00,65,00, 74,00,72,00, 6F,00,69,00, 74,00,00,00. Plaintext #2 ("Chicago"): 43,00,68,00, 69,00,63,00, 61,00,67,00, 6F,00,00,00. can he deduce that the encryption key is "Buffalo"? 42,00,75,00, 66,00,66,00, 61,00,6C,00, 6F,00,00,00. I'm thinking that there should be only one 128-bit key that could convert Plaintext #1 to Ciphertext #1. Does this mean I should go to a 192-bit or 256-bit key instead, or find some other solution? (As an aside, here are two other ciphertexts for the same plaintexts but with a different key.) Ciphertext #1 A ("Detroit"): E4,28,29,E3, 6E,C2,64,FA, A1,F4,F4,96, FC,18,4A,C5. Ciphertext #2 A ("Chicago"): EA,87,30,F0, AC,44,5D,ED, FD,EB,A8,79, 83,59,53,B7.

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  • configuration issue with respect to .htaccess file on ubuntu

    - by Registered User
    I am building an application tshirtshop I have following configuration in /etc/apache2/sites-enabled/tshirtshop <VirtualHost *:80> ServerAdmin webmaster@localhost DocumentRoot /var/www/tshirtshop <Directory /var/www/tshirtshop> Options Indexes FollowSymLinks AllowOverride All Order allow,deny allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog ${APACHE_LOG_DIR}/access.log combined </VirtualHost> and following in .htaccess file in location /var/www/tshirtshop/.htaccess <IfModule mod_rewrite.c> # Enable mod_rewrite RewriteEngine On # Specify the folder in which the application resides. # Use / if the application is in the root. RewriteBase /tshirtshop #RewriteBase / # Rewrite to correct domain to avoid canonicalization problems # RewriteCond %{HTTP_HOST} !^www\.example\.com # RewriteRule ^(.*)$ http://www.example.com/$1 [R=301,L] # Rewrite URLs ending in /index.php or /index.html to / RewriteCond %{THE_REQUEST} ^GET\ .*/index\.(php|html?)\ HTTP RewriteRule ^(.*)index\.(php|html?)$ $1 [R=301,L] # Rewrite category pages RewriteRule ^.*-d([0-9]+)/.*-c([0-9]+)/page-([0-9]+)/?$ index.php?DepartmentId=$1&CategoryId=$2&Page=$3 [L] RewriteRule ^.*-d([0-9]+)/.*-c([0-9]+)/?$ index.php?DepartmentId=$1&CategoryId=$2 [L] # Rewrite department pages RewriteRule ^.*-d([0-9]+)/page-([0-9]+)/?$ index.php?DepartmentId=$1&Page=$2 [L] RewriteRule ^.*-d([0-9]+)/?$ index.php?DepartmentId=$1 [L] # Rewrite subpages of the home page RewriteRule ^page-([0-9]+)/?$ index.php?Page=$1 [L] # Rewrite product details pages RewriteRule ^.*-p([0-9]+)/?$ index.php?ProductId=$1 [L] </IfModule> the site is working on localhost and is working as if there is no .htaccess rule specified i.e. if I were to view a page as http://localhost/tshirtshop/nature-d2 then I get a 404 Error but if I view the same page as http://localhost/tshirtshop/index.php?DepartmentId=2 then I can view it. sudo apache2ctl -M Loaded Modules: core_module (static) log_config_module (static) logio_module (static) mpm_prefork_module (static) http_module (static) so_module (static) alias_module (shared) auth_basic_module (shared) authn_file_module (shared) authz_default_module (shared) authz_groupfile_module (shared) authz_host_module (shared) authz_user_module (shared) autoindex_module (shared) cgi_module (shared) deflate_module (shared) dir_module (shared) env_module (shared) mime_module (shared) negotiation_module (shared) php5_module (shared) reqtimeout_module (shared) rewrite_module (shared) setenvif_module (shared) status_module (shared) Syntax OK What is the mistake if any one can point out in above configuration, or else I need to check any thing else?

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  • Create MSDB Folders Through Code

    You can create package folders through SSMS, but you may also wish to do this as part of a deployment process or installation. In this case you will want programmatic method for managing folders, so how can this be done? The short answer is, go and look at the table msdb.dbo. sysdtspackagefolders90. This where folder information is stored, using a simple parent and child hierarchy format. To add new folder directly we just insert into the table - INSERT INTO dbo.sysdtspackagefolders90 ( folderid ,parentfolderid ,foldername) VALUES ( NEWID() -- New GUID for our new folder ,<<Parent Folder GUID>> -- Lookup the parent folder GUID if a child or another folder, or use the root GUID 00000000-0000-0000-0000-000000000000 ,<<Folder Name>>) -- New folder name There are also some stored procedures - sp_dts_addfolder sp_dts_deletefolder sp_dts_getfolder sp_dts_listfolders sp_dts_renamefolder To add a new folder to the root we could call the sp_dts_addfolder to stored procedure - EXEC msdb.dbo.sp_dts_addfolder @parentfolderid = '00000000-0000-0000-0000-000000000000' -- Root GUID ,@name = 'New Folder Name The stored procedures wrap very simple SQL statements, but provide a level of security, as they check the role membership of the user, and do not require permissions to perform direct table modifications.

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  • How can I change the color of the pane separator for my Ambiance theme modification?

    - by WarriorIng64
    I am currently messing around with Ambiance, trying to give Nautilus a dark sidebar (because I think it looks much better that way, especially with the current look having the dark-colored breadcrumbs clashing horribly with the light-colored sidebar). I have zero experience and knowledge of how to create GTK+ themes, and I couldn't find any documentation online, so I just made a copy of the folder for Ambiance under /usr/share/themes, renamed it "Ambiance Dark Sidebar" and just started messing with color values. As shown below, I found the value in nautilus.css needed to be tweaked to create the dark sidebar, but there is still one part that stubbornly stays light gray. This is the pane separator, and I want to change it so it matches the rest better (marked in red). Does anyone know what I need to do to change the color of this part so it matches the rest of the sidebar better? I already know from seeing themes like Adwaita Dark that this should be possible, but even after poking around in that I didn't find anything that seemed to help. Here are the contents of the files I modified in the theme folder Ambiance Dark Sidebar, stored alongside Ambiance in /usr/share/themes: index.theme gtk-3.0/apps/nautilus.css

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Excel graph: turn stacked bar chart into part bullet chart

    - by Mike
    I've a simple data file that has one column of actuals and another of target against categories. I would like to turn the TARGET figure into a 'Bullet marker'. I've seen it done on other graphs but I'm struggling with the category column being overwritten with the xy axis values. Or if I get close to doing it then the xy markers are not central. I've checked out Peltier but his examples are based on even more comlicated data than mine, so the steps required didn't seem to match up. Help greatly appreciated. Thanks Mike. Example Data: Cat Actual target A 10 15 B 10 12 C 20 17

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  • From Oracle PL/SQL Developer to Java programmer - Is it a good decision? [on hold]

    - by user3554231
    I will explain my question in simple words. I have little over 1 year experience in Oracle. My dream is to be "called" as a 'Developer', be it database developer if not software developer. But right now I don't develop anything neither I am in good touch with PL/SQL and other Oracle Utilites like SQL*LOADER, shell scripting and stuff like that as I am only a System Analyst where I analyze and configure database using SQL queries. To be honest, I know very basic PL/SQL and good knowledge in SQL but that won't ever give me a chance to be a developer as I am lagging way behind the "real" developers knowledge. Now I feel I should learn JAVA as well so that I can cope up with the competition. But I am too scared to learn new things as it will take much more time which will indirectly increase my useless work experince(just analyzing) which values nothing in todays market. Moreover that, I am too lazy to work hard i.e. to study and not to work during office hours. To sum it up I am lazy and confused and scared but I want to learn things as well but don't know if I am intelligent enough to learn whole of PL/SQL or to master any other language. Is there any other way from which I can feel confident? Actually I even feel sometimes that after 2-3 years if I still don't achieve my goal, I won't ever be able to reach my destination. I just want to live my dream of being a developer. Give me some tips and hopes but not false hopes.

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • Experience with MQ File Transfer Edition?

    - by mfinni
    We've got several processes that move files across servers - SFTP, FTP, SCP; Windows, Linux, AIX; there is a workflow component (usually require a control file with filenames and hash values to move a batch of related files). The action is often initiated on our servers to get the files, so we need to make sure they're done being written. We have some homegrown scripts to do this, but they don't always work properly, and troubleshooting, maintenance, and log review is not easy this way. There's a lot of servers, and our scripts don't have central logging or a dashboard/console/etc. We're looking into commercial products to do this. Has anyone used MQ File Transfer Edition? Another team in our company is using Aspera, does anyone have any thoughts on that, or other favored products? I have no idea what our budget is for this, yet. Just trying to get a handle on the product space from the perspective of other admins.

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  • Samba as a PDC and offline authentication

    - by Aimé Barteaux
    Say I have a Windows laptop which has been connected to a domain. The domain has a Samba server as a PDC. Now say that I move the laptop outside of the network (the network is completely inaccessible). Will I be able to logon into accounts I have accessed before on the laptop (through GINA)? Update: Looking at the smb.comf documentation I noticed the setting winbind offline logon: This parameter is designed to control whether Winbind should allow to login with the pam_winbind module using Cached Credentials. If enabled, winbindd will store user credentials from successful logins encrypted in a local cache.. To me it looks like this solves the issue but can anyone else confirm it and/or point out if any additional values need to be set?

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  • Oracle Cloud and Oracle Platinum Services Announcements

    - by kellsey.ruppel
    Live Webcast - Oracle Cloud and Oracle Platinum Services Announcements Wednesday, June 06, 2012 1:00 p.m. PT – 2:30 p.m. PT View your local time Live Webcast Register to watch at your desk! Don't have an Oracle account? Sign up now!  Why do I need an account? Register Now! Please join Larry Ellison and Mark Hurd for important Oracle announcements. Be among the first to learn about new developments in Oracle’s cloud strategy and game-changing advances in Oracle Support.  Register Now! Are you based in the San Francisco Bay Area? Register to attend the live event in Redwood Shores. Oracle values your privacy, and will treat the information we collect from you as a result of your registration and participation in this activity in accordance with the Oracle Privacy Policy. Event Details: Wednesday, June 06, 2012 1:00 p.m. PT – 2:30 p.m. PT Live Webcast Stay Connected:     Join the conversation: #oraclecloud #oraclesupport

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  • update terminal title from standard output of long running command?

    - by Sam Hasler
    I'd like to change the title of a terminal window during a long running command (for example: git svn fetch) with values greped from the output, whilst still writing to standard output. Is this possible using named pipes or tee and xargs? I'm thinking something like git svn fetch | sed "s/^\(r\d*\).*$/ \"\\\033]0;\"\1\"\\\007\"/" | xargs -l1 echo -ne based on: http://tldp.org/HOWTO/Xterm-Title-3.html Update: getting this to work would be enough: (echo "r9" ; echo "r10") | sed "s/^\(r\d*\).*$/ \"\\\033]0;\"\1\"\\\007\"/" | xargs -l1 echo -ne Update 2: This almost does what I want. I see r10, but not r9: (echo "r9" ; sleep 1 ; echo "r10") | sed "s/^\(r[0-9]*\)\.*$/\\\033]0;\1\\\007/" | xargs -0 echo -ne

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Exchange 2010 Room Mailbox Calendar Permissions

    - by Brian Mitchell
    Exchange 2010 sp2 Outlook 2007/2010 Server 2008 I have managed to set up several room mailboxes in exchange, people are able to book the rooms and they get a response from the exchange server. this is brilliant. however users are unable to view the calendar of the room mailbox to see what times are available, in a ideal world I would like users to only see if the room is free or not. I dont want users to see the details of the meeting (title, description etc) I have been trying to do this using the following command Add-MailboxFolderPermission -Identity meetingroom -User "Usergroup" -AccessRights AvailabilityOnly -DomainController AD-Server This throws the following error Specified argument was out of the range of valid values. Parameter name: memberRights + CategoryInfo : NotSpecified: (meetingroom:MailboxFolderIdParameter) [Add-MailboxFolderPermission], Argum entOutOfRangeException + FullyQualifiedErrorId : CBC6516F,Microsoft.Exchange.Management.StoreTasks.AddMailboxFolderPermission Any help on the situation would be brilliant, i have been trying to get this done for a couple of days and im going around in circles.

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  • Input/Output console window in XNA

    - by Will Bagley
    I am currently making a simple game in XNA but am at a point where testing various aspect gets a bit tricky, especially when you have to wait till you have 1000 score to see if your animation is playing correctly etc. Of course i could just edit the starting variable in the code before I launched but I have recently been interested in trying to implement a console style window which can print out values and take input to alter public variables during run-time. I am aware that VS has the immediate window which achieves a similar thing but i would prefer mine is an actual part of the game with the intention that the user may have limited access to it in the future. Some of the key things i have yet to find an answer to after looking around for a while are: how i would support free text entry how i would access variables during runtime how i would edit these variable I have also read about using a property grid from windows form aps (and partially reflection) which looked like it could simplify a lot of things but i am not sure how I would get that running inside my XNA game window or how i would get it to not look out of place (as the visual aspect of is seems to be aimed just for development time viewing). All in all I'm quite open to any suggestions on how to approach this task as currently I'm not sure where to start. Thanks in advance.

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  • Importing tab delimited file into array in Visual Basic 2013 [migrated]

    - by JaceG
    I am needing to import a tab delimited text file that has 11 columns and an unknown number of rows (always minimum 3 rows). I would like to import this text file as an array and be able to call data from it as needed, throughout my project. And then, to make things more difficult, I need to replace items in the array, and even add more rows to it as the project goes on (all at runtime). Hopefully someone can suggest code corrections or useful methods. I'm hoping to use something like the array style sMyStrings(3,2), which I believe would be the easiest way to control my data. Any help is gladly appreciated, and worthy of a slab of beer. Here's the coding I have so far: Imports System.IO Imports Microsoft.VisualBasic.FileIO Public Class Main Dim strReadLine As String Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Dim sReader As IO.StreamReader = Nothing Dim sRawString As String = Nothing Dim sMyStrings() As String = Nothing Dim intCount As Integer = -1 Dim intFullLoop As Integer = 0 If IO.File.Exists("C:\MyProject\Hardware.txt") Then ' Make sure the file exists sReader = New IO.StreamReader("C:\MyProject\Hardware.txt") Else MsgBox("File doesn't exist.", MsgBoxStyle.Critical, "Error") End End If Do While sReader.Peek >= 0 ' Make sure you can read beyond the current position sRawString = sReader.ReadLine() ' Read the current line sMyStrings = sRawString.Split(New Char() {Chr(9)}) ' Separate values and store in a string array For Each s As String In sMyStrings ' Loop through the string array intCount = intCount + 1 ' Increment If TextBox1.Text <> "" Then TextBox1.Text = TextBox1.Text & vbCrLf ' Add line feed TextBox1.Text = TextBox1.Text & s ' Add line to debug textbox If intFullLoop > 14 And intCount > -1 And CBool((intCount - 0) / 11 Mod 0) Then cmbSelectHinge.Items.Add(sMyStrings(intCount)) End If Next intCount = -1 intFullLoop = intFullLoop + 1 Loop End Sub

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