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  • MvcReportViewer v.0.4.0 is available!

    - by Ilya Verbitskiy
    Originally posted on: http://geekswithblogs.net/ilich/archive/2014/06/04/mvcreportviewer-v.0.4.0-is-available.aspxToday I released new version of MvcReportViewer. This release contains mostly bug fixes reported by library users. I am glad to see that Open Source model works and people try to contribute to the project! Thank you everybody for your bug repots and help with the project. Version 0.4.0 Added support for ASP.NET MVC 5 Removed jQuery dependency. I have not tested it on IE8 or earlier versions. Any help with testing is welcome! Fixed problem with SSRS keep-alive cookies. Keep-alive cookies are issued every time a report is opened during a browser session. Many people don't restart their browsers and in my case, Chrome doesn't get rid of the cookie session data on close - had to manually delete them for the reports to start working again. I added KeepSessionAlive control settings to manage SSRS keep-alive behavior. It is set to false by default to fix Bad Request 400: Request Too Long issue. You can find usage example in Fluent.cshtml. Fixed the bug when ReportViewer Control parameters was not parsed when ShowParameterPrompts parameter had not been set. Changed public static MvcReportViewerIframe MvcReportViewer method to use IEnumerable<KeyValuePair<string, object>> reportParameters instead of simple object. The reason is users reported that they mostly use multiple report parameters’ values. Added support for SSRS hosted on Windows Azure. Users should set MvcReportViewer.IsAzureSSRS property to true in Web.config to use Windows Azure authentication. I do not have Windows Azure SSRS and build the code using http://msdn.microsoft.com/en-us/library/gg552871.aspx#Authentication article. It would be nice if somebody from community tested the change or provided me a test report on Windows Azure for testing purposes.

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  • How can I get started using TDD to code some simple functionality?

    - by Gabriel
    I basically have the gist of TDD. I'm sold that it's useful and I've got a reasonable command of the MSTEST framework. However, to date I have not been able to graduate to using it as a primary development method. Mostly, I use it as a surrogate for writing console apps as test drivers (my traditional approach). The most useful thing about it for me is the way it absorbs the role of regression testing. I have not yet built anything yet that specifically isolates various testable behaviors, which is another big part of the picture I know. So this question is to ask for pointers on what the first test(s) I might write for the following development task: I want to produce code that encapsulates task execution in the fashion of producer/consumer. I stopped and decided to write this question after I wrote this code (wondering if I could actually use TDD for real this time) Code: interface ITask { Guid TaskId { get; } bool IsComplete { get; } bool IsFailed { get; } bool IsRunning { get; } } interface ITaskContainer { Guid AddTask(ICommand action); } interface ICommand { string CommandName { get; } Dictionary<string, object> Parameters { get; } void Execute(); }

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  • Can not login Dashboard / Unable to find the server at mykeystoneurl

    - by neo0
    I installed Dashboard following this guide: http://wiki.openstack.org/OpenStackDashboard Everything fine, but when I run the server, I can not login with the username and password in DATABASE config in local_settings.py. Here's my config: DATABASES = { 'default': { 'ENGINE': 'django.db.backends.mysql', 'NAME': 'dashboarddb', 'USER': 'nova', 'PASSWORD': 'nova', 'HOST': 'localhost', 'default-character-set': 'utf8' }, } When I run the Dashboard server and enter username + password. It returned this error on browser: Unable to find the server at mykeystoneurl (HTTP 400) And in the command line: DEBUG:openstack_dashboard.settings:Running in debug mode without debug_toolbar. DEBUG:openstack_dashboard.settings:Running in debug mode without debug_toolbar. Validating models... 0 errors found Django version 1.3.1, using settings 'openstack_dashboard.settings' Development server is running at http://0.0.0.0:8888/ Quit the server with CONTROL-C. Request returned failure status. Traceback (most recent call last): File "/home/us/horizon/.venv/src/python-keystoneclient/keystoneclient/client.py", line 121, in request body = json.loads(body) File "/usr/lib/python2.7/json/__init__.py", line 326, in loads return _default_decoder.decode(s) File "/usr/lib/python2.7/json/decoder.py", line 366, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/usr/lib/python2.7/json/decoder.py", line 384, in raw_decode raise ValueError("No JSON object could be decoded") ValueError: No JSON object could be decoded [06/Mar/2012 15:20:03] "POST /auth/login/ HTTP/1.1" 200 3735 I also tried login as "admin" with password is "password" or "secrete" but I didn't work. What's wrong? Thank you!

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  • Change a Foreign Action's Display Text

    - by Geertjan
    I want the display text on an Action on a Node to show something about the underlying object. But the Action is registered somewhere in the layer (i.e., in the registry), i.e., I have no control over it. How do I change the display text in this scenario? Here's how. Below I look in the Actions/Events folder, iterate through all the Actions registered there, look for an Action with display text starting with "Edit", change it to display something from the underlying object, wrap a new Action around that Action, build up a new list of Actions, and return those (together with all the other Actions in that folder) from "getActions" on my Node: @Override public Action[] getActions(boolean context) { List<Action> newEventActions = new ArrayList<Action>(); List<? extends Action> eventActions = Utilities.actionsForPath("Actions/Events"); for (final Action action : eventActions) { String value = action.getValue(Action.NAME).toString(); if (value.startsWith("Edit")) { Action editAction = new AbstractAction("Edit " + getLookup().lookup(Event.class).getPlace()) { @Override public void actionPerformed(ActionEvent e) { action.actionPerformed(e); } }; newEventActions.add(editAction); } else { newEventActions.add(action); } } return newEventActions.toArray(new Action[eventActions.size()]); } If someone knows of a better way, please let me know.

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  • Which Graphics/Geometry abstraction to choose?

    - by Robz
    I've been thinking about the design for a browser app on the HTML5 canvas that simulates a 2D robot zooming around, sensing the world around it. I decided to do this from scratch just for fun. I need shapes, like polygons, circles, and lines in order to model the robot and the world it lives in. These shapes need to be drawn with different appearance attributes, like border/fill style/width/color. I also need to have geometry functions to detect intersections and containment for the robot's sensors and so that the robot doesn't go inside stuff. One idea for functions is to have two totally separate libraries, one to implement graphics (like drawShape(context, shape)) and one for geometry operations (like shapeIntersectsShape(shape1, shape2)). Or, in a more object-oriented approach, the shape objects themselves could implement methods to do their own graphics (shape.draw(context)) and geometry operations (shape1.intersects(shape2)). Then there is the data itself: whether the data to draw a shape and the data to do geometric operations on that shape should be encapsulated within the same object, or be separate structures (where one would contain the other, or both be contained inside another structure). How do existing applications that do graphics/geometry stuff deal with this? Is there one model that is best, or is each good for certain applications? Should the fact that I'm using Javascript instead of a more classical language change how I approach the design?

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • Go/Obj-C style interfaces with ability to extend compiled objects after initial release

    - by Skrylar
    I have a conceptual model for an object system which involves combining Go/Obj-C interfaces/protocols with being able to add virtual methods from any unit, not just the one which defines a class. The idea of this is to allow Ruby-ish open classes so you can take a minimalist approach to library development, and attach on small pieces of functionality as is actually needed by the whole program. Implementation of this involves a table of methods marked virtual in an RTTI table, which system functions are allowed to add to during module initialization. Upon typecasting an object to an interface, a Go-style lookup is done to create a vtable for that particular mapping and pass it off so you can have comparable performance to C/C++. In this case, methods may be added /afterwards/ which were not previously known and these new methods allow newer interfaces to be satisfied; while I like this idea because it seems like it would be very flexible (disregarding the potential for spaghetti code, which can happen with just about any model you use regardless). By wrapping the system calls for binding methods up in a set of clean C-compatible calls, one would also be able to integrate code with shared libraries and retain a decent amount of performance (Go does not do shared linking, and Objective-C does a dynamic lookup on each call.) Is there a valid use-case for this model that would make it worth the extra background plumbing? As much as this Dylan-style extensibility would be nice to have access to, I can't quite bring myself to a use case that would justify the overhead other than "it could make some kinds of code more extensible in future scenarios."

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  • ASP.NET Session Management

    - by geekrutherford
    Great article (a little old but still relevant) about the inner workings of session management in ASP.NET: Underpinnings of the Session State Management Implementation in ASP.NET.   Using StateServer and the BinaryFormatter serialization occuring caused me quite the headache over the last few days. Curiously, it appears the w3wp.exe process actually consumes more memory when utilizing StateServer and storing somewhat large and complex data types in session.   Users began experiencing Out Of Memory exceptions in the production environment. Looking at the stack trace it related to serialization using the BinaryFormatter. Using remote debugging against our QA server I noted that the code in the application functioned without issue. The exception occured outside the context of the application itself when the request had completed and the web server was trying to serialize session state into the StateServer.   The short term solution is switching back to the InProc method. Thus far this has proven to consume considerably less memory and has caused no issues. Long term the complex object stored in session will be off-loaded into a web service used to access the information directly from the database outside the context of the object used to encapsulate it.

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  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

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  • First Experience with Web Services

    When I first started programming with Microsoft .Net (1.0 Framework) I had a strong desire to learn how search engines indexed web sites. At that time I was a working as a search engine spammer creating web pages to generate traffic for specific themes for various clients. One way I attempted to better understand .Net was to build a web spider that analyzed web pages on demand. An example of the spider is hosted at AddLinkz.com. After my spider was built I had no real idea what I could/should do with it until I found the MSN Search API. I used this web service to compare its results with my spider. Additionally, I used the API to feed my .Net web spider new URLs from the API based on specific search terms. MSN’s search API was very easy to use, I just had to request information by calling a web URL with parameters via a Get request and the results were returned in XML. At that time all requests were limited to XML responses and a maximum of 1,000 results per query.   Since then the entire API has gone through several reconstructions, rebranding and new search services.  Microsoft’s new Bing API replaced the older MSN search API and added several new search capabilities. These new features allow search data to be returned for web searches, image searches, new searches, and related search terms to name a few. Bing API Version 2.0 SourceTypes Web Searches for web content Sushi Image Searches for images on the web Sushi News Searches news stories Sushi InstantAnswer Searches Encarta online what is sushi, convert 5 feet to meters, x*5=7, and 2 plus 2 Spell Searches Encarta dictionary for spelling suggestions Phonebook Searches phonebook entries sushi in Los Angeles RelatedSearch Returns the query strings most similar to yours Ad Returns advertisements to incorporate with results I currently plan to start using the web search feature from the new Bing 2.0 API in an open source project related to exception management. Currently, it is still in the conception phase.

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  • Radeon 9200 Driver?

    - by usuhh86
    I've been using Linux for a while, but haven't really done more than installed programs. I have Ubuntu 12.04 with an ATI Radeon 9200 graphics card. Ubuntu didn't recognize it during the install. All I want is a driver. Preferably the proprietary driver, but I'll settle for an open-source one if I need to. I went to the AMD support website, and whenever I click on the download link for "ATI Proprietary Linux x86 Display Driver 8.28.8" I get redirected to the main AMD website. I tried this on Firefox, Chrome, even booted up my netbook and tried it on IE9. Does anybody have a download link? And if not, a link to download an open-source alternative? Any help will be greatly appreciated. I'm pretty much still a newbie at this. OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 (RV280 5961) x86/MMX/SSE2 TCL DRI2 OpenGL version string: 1.3 Mesa 8.0.2 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: no GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: no Unity 3D supported: no

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  • Getting Unity 3D working on legacy Nvidia card

    - by user69545
    I installed the latest nVIDIA drivers for my FX5500 card. I understand that the X server version does not officially support this driver or card but was wondering what I can do to get compiz running. I have researched for hours on this issue but cannot come up with an answer for myself. I might be doing all this for nothing but I wanted to at least try. Here is the output of my test: mike@mike-linux-box:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.35 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no So I was wondering what is the "Not Blacklisted" test? Is this the Nouveau Blacklisting? nVIDIA driver did that automatically. Does this need to be removed? Any help would be appreciated. I just want to run compiz effects. Thanks.

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • What is wrong with my game loop/mechanic?

    - by elias94xx
    I'm currently working on a 2d sidescrolling game prototype in HTML5 canvas. My implementations so far include a sprite, vector, loop and ticker class/object. Which can be viewed here: http://elias-schuett.de/apps/_experiments/2d_ssg/js/ So my game essentially works well on todays lowspec PC's and laptops. But it does not on an older win xp machine I own and on my Android 2.3 device. I tend to get ~10 FPS with these devices which results in a too high delta value, which than automaticly gets fixed to 1.0 which results in a slow loop. Now I know for a fact that there is a way to implement a super smooth 60 or 30 FPS loop on both devices. Best example would be: http://playbiolab.com/ I don't need all the chunk and debugging technology impact.js offers. I could even write a super simple game where you just control a damn square and it still wouldn't run on a equally fast 30 or 60 fps. Here is the Loop class/object I'm using. It requires a requestAnimationFrame unify function. Both devices I've tested my game on support requestAnimationFrame, so there is no interval fallback. var Loop = function(callback) { this.fps = null; this.delta = 1; this.lastTime = +new Date; this.callback = callback; this.request = null; }; Loop.prototype.start = function() { var _this = this; this.request = requestAnimationFrame(function(now) { _this.start(); _this.delta = (now - _this.lastTime); _this.fps = 1000/_this.delta; _this.delta = _this.delta / (1000/60) > 2 ? 1 : _this.delta / (1000/60); _this.lastTime = now; _this.callback(); }); }; Loop.prototype.stop = function() { cancelAnimationFrame(this.request); };

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • CodePlex Daily Summary for Wednesday, August 20, 2014

    CodePlex Daily Summary for Wednesday, August 20, 2014Popular ReleasesMolGridCal & MolCal: MolGridCal tutorial v1.1: Update the contents for grid computing virtual screening.SharePoint 2013 Search Query Tool: SharePoint 2013 Search Query Tool v2.1: Layout improvements Bug fixes Stores auth method and user name Moved experimental settings to Advanced boxCtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.2.41183 Alpha: This alpha of the CtrlAltStudio Viewer provides some preliminary Oculus Rift DK2 support. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-2-41183-alpha Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or supported by Linden Lab, the makers of Second Life.SQL Scripts to Improve DNN Performance: Turbo Scripts 0.9.1 for DNN 7.1.2 - 7.3.2: Support for DNN 7.3.2 added Fixed a typo in GetVendor procedure New goodies TurboDbConfig and TurboDNNSettings added (re-uploaded with fixed file name)The IRIS Toolbox Project: IRIS Toolbox Release 20140819: Regular Updates Issue 66 (66) closed, bug fixed. Calls to irisstartup and iriscleanup occasionally crashed when older IRIS versions were on the search path. Issue 65 (65) closed, bug fixed. The function tseries/convert crashed when called with 'method=' 'first' or 'last'.ConEmu - Windows console with tabs: ConEmu 140819 [Alpha]: ConEmu - developer build x86 and x64 versions. Written in C++, no additional packages required. Run "ConEmu.exe" or "ConEmu64.exe". Some useful information you may found: http://superuser.com/questions/tagged/conemu http://code.google.com/p/conemu-maximus5/wiki/ConEmuFAQ http://code.google.com/p/conemu-maximus5/wiki/TableOfContents If you want to use ConEmu in portable mode, just create empty "ConEmu.xml" file near to "ConEmu.exe" HDD Guardian: HDD Guardian 0.6.1: New: package now include smartctl 6.3; Removed: standard notification e-mail. Now you have to set your mail server to send e-mail alerts; Bugfix: USB detection error; custom e-mail server settings issue; bottom panel displays a wrong ATA error count.VG-Ripper & PG-Ripper: VG-Ripper 2.9.62: changes NEW: Added Support for 'MadImage.org' links NEW: Added Support for 'ImgSpot.org' links NEW: Added Support for 'ImgClick.net' links NEW: Added Support for 'Imaaage.com' links NEW: Added Support for 'Image-Bugs.com' links NEW: Added Support for 'Pictomania.org' links NEW: Added Support for 'ImgDap.com' links NEW: Added Support for 'FileSpit.com' links FIXED: 'ImgSee.me' linksLinq 4 Javascript: Version 2.4: Minor Changes Made Added Count() and Count(with where clause) Distinct will now use a dictionary instead of a custom dictionary object Organize the unit tests. The variable names will actually make sense and won't be 2 letters. SelectMany will now use the queryable logic.Magick.NET: Magick.NET 7.0.0.0001: Magick.NET linked with ImageMagick 7-Beta.CMake Tools for Visual Studio: CMake Tools for Visual Studio 1.2: This release adds the following new features and bug fixes from CMake Tools for Visual Studio 1.1: Added support for CMake 3.0. Added support for word completion. Added IntelliSense support for the CMAKEHOSTSYSTEM_INFORMATION command. Fixed syntax highlighting for tokens beginning with escape sequences. Fixed issue uninstalling CMake Tools for Visual Studio after Visual Studio has been uninstalled.GW2 Personal Assistant Overlay: GW2 Personal Assistant Overlay 1.1: Overview1.1 is the second 'stable' release of the GW2 Personal Assistant Overlay. This version includes just a couple of very minor features and some minor bug fixes. For details regarding installation, setup, and general use, see Documentation. Note: If you were using a previous version, you will probably want to copy over the following user settings files: GW2PAO.DungeonSettings.xml GW2PAO.EventSettings.xml GW2PAO.WvWSettings.xml GW2PAO.ZoneCompletionSettings.xml New FeaturesAdded new "No...Fluentx: Fluentx v1.5.3: Added few more extension methods.fastJSON: v2.1.2: 2.1.2 - bug fix circular referencesJPush.NET: JPush Server SDK 1.2.1 (For JPush V3): Assembly: 1.2.1.24728 JPush REST API Version: v3 JPush Documentation Reference .NET framework: v4.0 or above. Sample: class: JPushClientV3 2014 Augest 15th.SEToolbox: SEToolbox 01.043.008 Release 1: Changed ship/station names to use new DisplayName instead of Beacon/Antenna. Fixed issue with updated SE binaries 01.043.018 using new Voxel Material definitions.Google .Net API: Drive.Sample: Google .NET Client API – Drive.SampleInstructions for the Google .NET Client API – Drive.Sample</h2> http://code.google.com/p/google-api-dotnet-client/source/browse/?repo=samples#hg%2FDrive.SampleBrowse Source, or main file http://code.google.com/p/google-api-dotnet-client/source/browse/Drive.Sample/Program.cs?repo=samplesProgram.cs <h3>1. Checkout Instructions</h3> <p><b>Prerequisites:</b> Install Visual Studio, and <a href="http://mercurial.selenic.com/">Mercurial</a>.</p> ...FineUI - jQuery / ExtJS based ASP.NET Controls: FineUI v4.1.1: -??Form??????????????(???-5929)。 -?TemplateField??ExpandOnDoubleClick、ExpandOnEnter、ExpandToSelectRow????(LZOM-5932)。 -BodyPadding???????,??“5”“5 10”,???????????“5px”“5px 10px”。 -??TriggerBox?EnableEdit=false????,??????????????(Jango_Jing-5450)。 -???????????DataKeyNames???????????(yygy-6002)。 -????????????????????????(Gnid-6018)。 -??PageManager???AutoSizePanelID????,??????????????????(yygy-6008)。 -?FState???????????????,????????????????(????-5925)。 -??????OnClientClick???return?????????(FineU...DNN CMS Platform: 07.03.02: Major Highlights Fixed backwards compatibility issue with 3rd party control panels Fixed issue in the drag and drop functionality of the File Uploader in IE 11 and Safari Fixed issue where users were able to create pages with the same name Fixed issue that affected older versions of DNN that do not include the maxAllowedContentLength during upgrade Fixed issue that stopped some skins from being upgraded to newer versions Fixed issue that randomly showed an unexpected error during us...WordMat: WordMat for Mac: WordMat for Mac has a few limitations compared to the Windows version - Graph is not supported (Gnuplot, GeoGebra and Excel works) - Units are not supported yet (Coming up) The Mac version is yet as tested as the windows version.New ProjectsCryptography Enumerations JavaScript Shell: Javascript shell for CAPICOM enumsFamiglia Information Server: Famiglia ProjectHustle: Hustle is a small utility that can be used to manage threads when executing command line tools. The tool was built to take advantage parallel loading in TM1.LuckyDraw: an lucky drawer for 2nd Sudoku Competition Powered by PythonMachina Aurum WebDriver Powershell: Powershell commands to the http://www.w3.org/TR/webdriver/ specification (works on Internet Explorer 11 and Chrome)ODBC Connect: ODBC Connect is a Windows user interface for 32bit and 64bit ODBC data sources. Generate SQL statements, export to file, run from the command line to automate.Post Publisher: Post Publisher is a post publishing platform. This is a work-in-progress.Samurai Framework: Samurai is a game framework written in C# using OpenGL for graphics. It aims to be a higher level abstraction rather than just a simple OpenGL binding.SharePoint 2013 tokenizing user/group autocomplete: SharePoint 2013 tokenizing user/group autocomplete plugin allow user to search/select users/groups.SharePoint 2013 User Lync Presence using jQuery: SharePoint 2013 User Lync Presence jQuery plugin renders the presence for particular user with or without picture.SharePoint Search Box User/Group AutoComplete: SharePoint Search box User/Group autocomplete is a jQuery plugin to quick search the user/group from OOB search input control.TI Helper: TI Helper is an Auto Hot Key script that can be used to enhance the options in the IBM Cognos TM1 Turbo Integrator (TI) process editor.trade-software: for trading educationWPF Graphing: CUSTOME GRAPHING SOLUTIONYoutubeChannelDownloader: I love to see video on my favorite channel,and I want to download videos on this channel to watch later. So I made this app.

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  • In MVC, why can't a model create a view?

    - by MUY Belgium
    I have a web application written in Perl with a controller, some "views" and some "Models". Each "Model" is corresponding to one "View". The controller (one file) creates an Model object corresponding to each view (view is a CGI argument) then retrieve the view from the module it has just created. Indeed, this should be bad thing but can you argue a bit more about it. My first idea was that since the object "Model" depends upon the "view", then the "model" is actually a view. But also the fact that ALL the cgi parameters are passed to the Model causes the "Model" to become not truelly a view but to loose all interest, since it is only related to the current implementation of the web apps. On other words, that the "Model" keep model but loose its "comprehensiveness" ("Model" is not easily understandable). I'm am quite new in project analysis, so please do not be too harsh. Why is this bad? I have made a prototype with the main structures I have understood of this web application, made as short as possible. #Model.pm package Model; import { # this requires an attribute called "view" # and this require an argument which is the cgi params } ... #View1.pm package View1; ... #Model1.pm package ModelView1 ; base Model; use View1; sub new { my $class = shift; my $arg = shift; Model::DoSomething($arg); $self->view = new View1($arg); ... } #controller.cgi my $model = 0; ... $model = new Model1( cgi_param => params() ); #there is severall models here ... print $model->get_view()->get_html();

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  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • Building a template engine - starting point

    - by Anirudh
    We're building a Django-based project with a template component. This component will be separate from the project as such and can be Django/Python, Node, Java or whatever works. The template has to be rendered into HTML. The templates will contain references to objects with properties that are defined in the DB, say, a Bus. For eg, it could be something like [object type="vehicle" weight="heavy"] and it would have to pull a random object from the DB fulfilling the criteria : type="vehicle" weight="heavy" (bus/truck/jet) and then substitute that tag with an image, say, of a Bus. Also it would have to be able to handle some processing. Eg: What is [X type="integer" lte="10"] + [Y type="integer" lte="10"] [option X+Y correct_ans="true"] [option X-Y correct_ans="false"] [option X+y+1 correct_ans="false"] The engine would be expected to fill in a random integer value <= 10 for X and Y and show radioboxes for each of the options. Would also have to store the fact that the first option is the correct answer. Does it to make sense to write something from the scratch? Or is it better to use an existing templating system (like Django's own templating system) as a starting point? Any suggestions on how I can approach this?

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  • How to prevent duplicate data access methods that retrieve similar data?

    - by Ronald Wildenberg
    In almost every project I work on with a team, the same problem seems to creep in. Someone writes UI code that needs data and writes a data access method: AssetDto GetAssetById(int assetId) A week later someone else is working on another part of the application and also needs an AssetDto but now including 'approvers' and writes the following: AssetDto GetAssetWithApproversById(int assetId) A month later someone needs an asset but now including the 'questions' (or the 'owners' or the 'running requests', etc): AssetDto GetAssetWithQuestionsById(int assetId) AssetDto GetAssetWithOwnersById(int assetId) AssetDto GetAssetWithRunningRequestsById(int assetId) And it gets even worse when methods like GetAssetWithOwnerAndQuestionsById start to appear. You see the pattern that emerges: an object is attached to a large object graph and you need different parts of this graph in different locations. Of course, I'd like to prevent having a large number of methods that do almost the same. Is it simply a matter of team discipline or is there some pattern I can use to prevent this? In some cases it might make sense to have separate methods, i.e. getting an asset with running requests may be expensive so I do not want to include these all the time. How to handle such cases?

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  • Interview Questions in OOP

    - by Fero
    Hi all, I faced the below interview questions in OOP under PHP language. Kindly clear my clarifications regarding this. I am very confused. As i am a beginner to OOP i got too confused. Could anyone clarify these things clearly? Difference between Abstract class and interface. Interviewer : Let us consider abstract class contains three abstract methods such as a,b,c and interface contains three methods a,b,c. In this case these do the same functionality. Then why are going for abstract and why are we going for interface. Me : ? static keyword. Interviewer: We call static method without creating object by using scope resolution operator in PHP. As well as we can able to call concrete methods also. Then what is need of static keyword there? Me : .... final keyword. Interviewer: Give me any scenario of using final keyword. Me : For db connection related method Interviewer: Other than that? Me: ... Constructor. Interviewer: What is the use of constructor? Me : There is no need for object to access this. It will call automatically when the class calls. Interviewer: Other than that? Me : .... Thanks in advance...

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • How to fix Java problem installing Matlab 2012a (64-bit) in Ubuntu 12.04 (64 bit)?

    - by Sabyasachi
    I am trying to install Matlab 2012a (64-bit) in Ubuntu 12.04LTS (64-bit). I have installed Java 7. My Java version is: sabyasachi@sabyasachi-ubuntu:~/Downloads/R2012a_UNIX$ java -version java version "1.7.0_05" Java(TM) SE Runtime Environment (build 1.7.0_05-b05) Java HotSpot(TM) 64-Bit Server VM (build 23.1-b03, mixed mode I am getting the following error while installing Matlab: sabyasachi@sabyasachi-ubuntu:~/Downloads/R2012a_UNIX$ ./install Preparing installation files ... Installing ... /tmp/mathworks_18824/sys/java/jre/glnxa64/jre/bin/java: error while loading shared libraries: libjli.so: cannot open shared object file: No such file or directory Finished How can I fix this problem? When I use -v (verbose) option I am getting the following: sabyasachi@sabyasachi-ubuntu:~/Downloads/R2012a_UNIX$ sudo ./install -v Preparing installation files ... -> DVD = /home/sabyasachi/Downloads/R2012a_UNIX -> ARCH = glnxa64 -> DISPLAY = :0 -> TESTONLY = 0 -> JRE_LOC = /tmp/mathworks_26521/sys/java/jre/glnxa64/jre -> LD_LIBRARY_PATH = /tmp/mathworks_26521/bin/glnxa64 Command to run: /tmp/mathworks_26521/sys/java/jre/glnxa64/jre/bin/java -splash:"/home/sabyasachi/Downloads/R2012a_UNIX/java/splash.png" -Djava.ext.dirs=/tmp/mathworks_26521/sys/java/jre/glnxa64/jre/lib/ext:/tmp/mathworks_26521/java/jar:/tmp/mathworks_26521/java/jarext:/tmp/mathworks_26521/java/jarext/axis2/:/tmp/mathworks_26521/java/jarext/guice/:/tmp/mathworks_26521/java/jarext/webservices/ com/mathworks/professionalinstaller/Launcher -root "/home/sabyasachi/Downloads/R2012a_UNIX" -tmpdir "/tmp/mathworks_26521" Installing ... /tmp/mathworks_26521/sys/java/jre/glnxa64/jre/bin/java: error while loading shared libraries: libjli.so: cannot open shared object file: No such file or directory Finished sabyasachi@sabyasachi-ubuntu:~/Downloads/R2012a_UNIX$

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