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  • Finding the Twins when Implementing Catmull-Clark subdivision using Half-Edge mesh [migrated]

    - by Ailurus
    Note: The description became a little longer than expected. Do you know a readable implementation of this algorithm using this mesh? Please let me know! I'm trying to implement Catmull-Clark subdivision using Matlab (because later on the results have to be compared with some other stuff already implemented in Matlab). First try was with a Vertex-Face mesh, the algorithm works but it is of course not very efficient (since you need neighbouring information for edges and faces). Therefore, I'm now using a Half-Edge mesh (info), see also the paper of Lutz Kettner. Wikipedia link to the idea behind Catmull-Clark SDV: Wiki. My problem lies in finding the Twin HalfEdges, I'm just not sure how to do this. Below I'm describing my thoughts on the implementation, trying to keep it concise. Half-Edge mesh (using indices to Vertices/HalfEdges/Faces): Vertex (x,y,z,Outgoing_HalfEdge) HalfEdge (HeadVertex (or TailVertex, which one should I use), Next, Face, Twin). Face (HalfEdge) To keep it simple for now, assume that every face is a quadrilateral. The actual mesh is a list of Vertices, HalfEdges and Faces. The new mesh will consist of NewVertices, NewHalfEdges and NewFaces, like this (note: Number_... is the number of ...): NumberNewVertices: Number_Faces + Number_HalfEdges/2 + Number_Vertices NumberNewHalfEdges: 4 * 4 * NumberFaces NumberNewfaces: 4 * NumberFaces Catmull-Clark: Find the FacePoint (centroid) of each Face: --> Just average the x,y,z values of the vertices, save as a NewVertex. Find the EdgePoint of each HalfEdge: --> To prevent duplicates (each HalfEdge has a Twin which would result in the same HalfEdge) --> Only calculate EdgePoints of the HalfEdge which has the lowest index of the Pair. Update old Vertices Ok, now all the new Vertices are calculated (however, their Outgoing_HalfEdge is still unknown). Next step to save the new HalfEdges and Faces. This is the part causing me problems! Loop through each old Face, there are 4 new Faces to be created (because of the quadrilateral assumption) First create the 4 new HalfEdges per New Face, starting at the FacePoint to the Edgepoint Next a new HalfEdge from the EdgePoint to an Updated Vertex Another new one from the Updated Vertex to the next EdgePoint Finally the fourth new HalfEdge from the EdgePoint back to the FacePoint. The HeadVertex of each new HalfEdge is known, the Next HalfEdge too. The Face is also known (since it is the new face you're creating!). Only the Twin HalfEdge is unknown, how should I know this? By the way, while looping through the Vertices of the new Face, assign the Outgoing_HalfEdge to the Vertices. This is probably the place to find out which HalfEdge is the Twin. Finally, after the 4 new HalfEdges are created, save the Face with the HalfVertex index the last newly created HalfVertex. I hope this is clear, if needed I can post my (obviously not-yet-finished) Matlab code.

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  • Apache2 Syntex, cant acces 000-default

    - by enrique2334
    I have been using Apache2 and webmin with my raspberry pi. after a restart and reinstalations apache wont start. > sudo /etc/init.d/apache2 restart apache2: Syntax error on line 268 of /etc/apache2/apache2.conf: Could not open configuration file /etc/apache2/sites-enabled/000-default: No such file or directory Action 'configtest' failed. The Apache error log may have more information. failed! The file 000-default is there and unopenable permisions to root-root My apache2.conf file looks like this (bottom half) # ErrorLog: The location of the error log file. # If you do not specify an ErrorLog directive within a <VirtualHost> # container, error messages relating to that virtual host will be # logged here. If you *do* define an error logfile for a <VirtualHost> # container, that host's errors will be logged there and not here. # ErrorLog ${APACHE_LOG_DIR}/error.log # # LogLevel: Control the number of messages logged to the error_log. # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. # LogLevel debug # Include module configuration: Include mods-enabled/*.load Include mods-enabled/*.conf # Include list of ports to listen on and which to use for name based vhosts Include ports.conf # # The following directives define some format nicknames for use with # a CustomLog directive (see below). # If you are behind a reverse proxy, you might want to change %h into %{X-Forwarded-For}i # LogFormat "%v:%p %h %l %u %t \"%r\" %>s %O \"%{Referer}i\" \"%{User-Agent}i\"" vhost_combined LogFormat "%h %l %u %t \"%r\" %>s %O \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" %>s %O" common LogFormat "%{Referer}i -> %U" referer LogFormat "%{User-agent}i" agent # Include of directories ignores editors' and dpkg's backup files, # see the comments above for details. # Include generic snippets of statements Include conf.d/ # Include the virtual host configurations: Include sites-enabled/ <VirtualHost *:80> DocumentRoot /var/www <Directory /var/www> allow from all Options +Indexes </Directory> ServerName IMASERVER </VirtualHost> does anyone know what the cause of this?

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • SQL SERVER – A Brief Note on SET TEXTSIZE

    - by pinaldave
    Here is a small conversation I received. I thought though an old topic, indeed a thought provoking for the moment. Question: Is there any difference between LEFT function and SET TEXTSIZE? I really like this small but interesting question. The question does not specify the difference between usage or performance. Anyway we will quickly take a look at how TEXTSIZE works. You can run the following script to see how LEFT and SET TEXTSIZE works. USE TempDB GO -- Create TestTable CREATE TABLE MyTable (ID INT, MyText VARCHAR(MAX)) GO INSERT MyTable (ID, MyText) VALUES(1, REPLICATE('1234567890', 100)) GO -- Select Data SELECT ID, MyText FROM MyTable GO -- Using Left SELECT ID, LEFT(MyText, 10) MyText FROM MyTable GO -- Set TextSize SET TEXTSIZE 10; SELECT ID, MyText FROM MyTable; SET TEXTSIZE 2147483647 GO -- Clean up DROP TABLE MyTable GO Now let us see the usage result which we receive from both of the example. If you are going to ask what you should do – I really do not know. I can tell you where I will use either of the same. LEFT seems to be easy to use but again if you like to do extra work related to SET TEXTSIZE go for it. Here is how I will use SET TEXTSIZE. If I am selecting data from in my SSMS for testing or any other non production related work from a large table which has lots of columns with varchar data, I will consider using this statement to reduce the amount of the data which is retrieved in the result set. In simple word, for testing purpose I will use it. On the production server, there should be a specific reason to use the same. Here is my candid opinion – I do not think they can be directly comparable even though both of them give the exact same result. LEFT is applicable only on the column of a single SELECT statement. where it is used but it SET TEXTSIZE applies to all the columns in the SELECT and follow up SELECT statements till the SET TEXTSIZE is not modified again in the session. Uncomparable! I hope this sample example gives you idea how to use SET TEXTSIZE in your daily use. I would like to know your opinion about how and when do you use this feature. Please leave a comment. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • Wordpress Installation (on IIS and SQL Server)

    - by Davide Mauri
    To proceed with the installation of Wordpress on SQL Server and IIS, first of all, you need to do the following steps Create a database on SQL Server that will be used by Wordpress Create login that can access to the just created database and put the user into ddladmin, db_datareader, db_datawriter roles Download and unpack Wordpress 3.3.2 (latest version as of 27 May 2012) zip file into a directory of your choice Download the wp-db-abstraction 1.1.4 (latest version as of 27 May 2012) plugin from wordpress.org website Now that the basic action has been done, you can start to setup and configure your Wordpress installation. Unpack and follow the instructions in the README.TXT file to install the Database Abstraction Layer. Mainly you have to: Upload wp-db-abstraction.php and the wp-db-abstraction directory to wp-content/mu-plugins.  This should be parallel to your regular plugins directory.  If the mu-plugins directory does not exist, you must create it. Put the db.php file from inside the wp-db-abstraction.php directory to wp-content/db.php Now you can create an application pool in IIS like the following one Create a website, using the above Application Pool, that points to the folder where you unpacked Wordpress files. Be sure to give the “Write” permission to the IIS account, as pointed out in this (old, but still quite valid) installation manual: http://wordpress.visitmix.com/development/installing-wordpress-on-sql-server#iis Now you’re ready to go. Point your browser to the configured website and the Wordpress installation screen will be there for you. When you’re requested to enter information to connect to MySQL database, simply skip that page, leaving the default values. If you have installed the Database Abstraction Layer, another database installation screen will appear after the one used by MySQL, and here you can enter the configuration information needed to connect to SQL Server. After having finished the installation steps, you should be able to access and navigate your wordpress site.  A final touch, and it’s done: just add the needed rewrite rules http://wordpress.visitmix.com/development/installing-wordpress-on-sql-server#urlrewrite and that’s it! Well. Not really. Unfortunately the current (as of 27 May 2012) version of the Database Abstraction Layer (1.1.4) has some bugs. Luckily they can be quickly fixed: Backslash Fix http://wordpress.org/support/topic/plugin-wp-db-abstraction-fix-problems-with-backslash-usage Select Top 0 Fix Make the change to the file “.\wp-content\mu-plugins\wp-db-abstraction\translations\sqlsrv\translations.php” suggested by “debettap”   http://sourceforge.net/tracker/?func=detail&aid=3485384&group_id=315685&atid=1328061 And now you have a 100% working Wordpress installation on SQL Server! Since I also wanted to take advantage of SQL Server Full Text Search, I’ve created a very simple wordpress plugin to setup full-text search and to use it as website search engine: http://wpfts.codeplex.com/ Enjoy!

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  • Adding complexity to remove duplicate code

    - by Phil
    I have several classes that all inherit from a generic base class. The base class contains a collection of several objects of type T. Each child class needs to be able to calculate interpolated values from the collection of objects, but since the child classes use different types, the calculation varies a tiny bit from class to class. So far I have copy/pasted my code from class to class and made minor modifications to each. But now I am trying to remove the duplicated code and replace it with one generic interpolation method in my base class. However that is proving to be very difficult, and all the solutions I have thought of seem way too complex. I am starting to think the DRY principle does not apply as much in this kind of situation, but that sounds like blasphemy. How much complexity is too much when trying to remove code duplication? EDIT: The best solution I can come up with goes something like this: Base Class: protected T GetInterpolated(int frame) { var index = SortedFrames.BinarySearch(frame); if (index >= 0) return Data[index]; index = ~index; if (index == 0) return Data[index]; if (index >= Data.Count) return Data[Data.Count - 1]; return GetInterpolatedItem(frame, Data[index - 1], Data[index]); } protected abstract T GetInterpolatedItem(int frame, T lower, T upper); Child class A: public IGpsCoordinate GetInterpolatedCoord(int frame) { ReadData(); return GetInterpolated(frame); } protected override IGpsCoordinate GetInterpolatedItem(int frame, IGpsCoordinate lower, IGpsCoordinate upper) { double ratio = GetInterpolationRatio(frame, lower.Frame, upper.Frame); var x = GetInterpolatedValue(lower.X, upper.X, ratio); var y = GetInterpolatedValue(lower.Y, upper.Y, ratio); var z = GetInterpolatedValue(lower.Z, upper.Z, ratio); return new GpsCoordinate(frame, x, y, z); } Child class B: public double GetMph(int frame) { ReadData(); return GetInterpolated(frame).MilesPerHour; } protected override ISpeed GetInterpolatedItem(int frame, ISpeed lower, ISpeed upper) { var ratio = GetInterpolationRatio(frame, lower.Frame, upper.Frame); var mph = GetInterpolatedValue(lower.MilesPerHour, upper.MilesPerHour, ratio); return new Speed(frame, mph); }

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • Any reliable polygon normal calculation code?

    - by Jenko
    I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable. Do you have any polygon normal calculation that's tested and found to be reliable? // calculate normal of a polygon using all points var n:int = points.length; var x:Number = 0; var y:Number = 0; var z:Number = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // turn large values into a unit vector if (length != 0){ x = x / length; y = y / length; z = z / length; }else { throw new Error("Cannot calculate normal since triangle has an area of 0"); }

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  • Is there an appropriate coding style for implementing an algorithm during an interview?

    - by GlenPeterson
    I failed an interview question in C years ago about converting hex to decimal by not exploiting the ASCII table if (inputDigitByte > 9) hex = inputDigitByte - 'a'. The rise of Unicode has made this question pretty silly, but the point was that the interviewer valued raw execution speed above readability and error handling. They tell you to review algorithms textbooks to prepare for these interviews, yet these same textbooks tend to favor the implementation with the fewest lines of code, even if it has to rely on magic numbers (like "infinity") and a slower, more memory-intensive implementation (like a linked list instead of an array) to do that. I don't know what is right. Coding an algorithm within the space of an interview has at least 3 constraints: time to code, elegance/readability, and efficiency of execution. What trade-offs are appropriate for interview code? How much do you follow the textbook definition of an algorithm? Is it better to eliminate recursion, unroll loops, and use arrays for efficiency? Or is it better to use recursion and special values like "infinity" or Integer.MAX_VALUE to reduce the number of lines of code needed to write the algorithm? Interface: Make a very self-contained, bullet-proof interface, or sloppy and fast? On the one extreme, the array to be sorted might be a public static variable. On the other extreme, it might need to be passed to each method, allowing methods to be called individually from different threads for different purposes. Is it appropriate to use a linked-list data structure for items that are traversed in one direction vs. using arrays and doubling the size when the array is full? Implementing a singly-linked list during the interview is often much faster to code and easier remember for recursive algorithms like MergeSort. Thread safety - just document that it's unsafe, or say so verbally? How much should the interviewee be looking for opportunities for parallel processing? Is bit shifting appropriate? x / 2 or x >> 1 Polymorphism, type safety, and generics? Comments? Variable and method names: qs(a, p, q, r) vs: quickSort(theArray, minIdx, partIdx, maxIdx) How much should you use existing APIs? Obviously you can't use a java.util.HashMap to implement a hash-table, but what about using a java.util.List to accumulate your sorted results? Are there any guiding principals that would answer these and other questions, or is the guiding principal to ask the interviewer? Or maybe this should be the basis of a discussion while writing the code? If an interviewer can't or won't answer one of these questions, are there any tips for coaxing the information out of them?

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  • The challenge of giving a positive No

    - by MarkPearl
    I find it ironic that the more I am involved in the software industry, the more apparent it becomes that soft skills are just as if not more important than the technical abilities of a developer. One of the biggest challenges I have faced in my career is in managing client expectations to what one can deliver and being able to work with multiple clients. If I look at where things commonly go pear shaped, one area features a lot is where I should have said "No" to a request, but because of the way the request was made I ended up saying yes. Time and time again this has caused immense pain. Thus, when I saw on Amazon that they had a book titled "The power of a positive no" by William Ury I had to buy it and read it. In William's book he explains an approach to saying No that while extremely simple does change the way a No is presented. In essence he talks of a pattern the Yes! > No > Yes? Pattern. 1. Yes! -> positively and concretely describing your core interests and values 2. No. -> explicitly link your no to this YES! 3. Yes? -> suggest another positive outcome or agreement to the other person Let me explain how I understood it. If you are working on a really important project and someone asks you to do add a quick feature to another project, your Yes! would be to the more important project, which would mean a No to the quick feature, and an option for your Yes? may be an alternative time when you can look at it.. An example of an appropriate response would be... It is really important that I keep to the commitment that I made to this customer to finish his project on time so I cannot work on your feature right now but I am available to help you in a weeks time. William then goes on to explain the type of behaviour a person may display when the no is received. He illustrates this with a diagram called the curve of acceptance. William points out that if you are aware of the type of behaviour you can expect it empowers you to stay true to your no. Personally I think reading and having an understanding of the “soft” side of things like saying no is invaluable to a developer.

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  • Ubuntu won't suspend automatically any more

    - by Sparhawk
    In the last month or so, Ubuntu (12.04) has stopped sleeping automatically. I've gone to System Settings Power, and verified (and toggled) "suspend on inactive for" to 5 minutes (for both battery and "when plugged in"), but the system stays awake. I've also tried used code similar to $ gsettings set org.gnome.settings-daemon.plugins.power sleep-inactive-ac-timeout 300 $ gsettings set org.gnome.settings-daemon.plugins.power sleep-inactive-battery-timeout 300 to set the timeout values. I've also verified these in dconf Editor. Previously, I could set this quite low to make my computer sleep quickly, but now it no longer works either. I'm not sure if this is relevant, but under old versions of Ubuntu, if I wanted my computer to never suspend (via the CLI), I would also have to set $ gsettings set org.gnome.settings-daemon.plugins.power sleep-inactive-ac false At some point, this seemed to have been depreciated (and also gave me the error "No such key 'sleep-inactive-ac'"). I found that it it was enough to set sleep-inactive-ac-timeout to 0. This worked for a while, but at some point auto-suspend stopped working as stated above. Oddly enough, the sleep-inactive-ac key is still present when I look via dconf editor. However, when I click it, it says "no schema", and the summary, etc. fields are blank. To test if the dconf power plugin was working, I tried playing around with other settings in the schema. Idle-dim-time and idle-dim-ac work as expected . However, setting sleep-display-ac to 5 seconds has no effect. I'm also not sure if this is relevant, but I've uninstalled gnome-screensaver, and installed xscreensaver. I have tried killing xscreensaver and re-installing gnome-screensaver, but this did not help. I've also had some trouble with DPMS. I'm not sure if this is related, but I'll put the information here, just in case. Using xscreensaver, I set Power Management to enabled, with standby and suspend timeouts to 10 minutes. I've verified these settings in ~/.xscreensaver and xset q. However, the screen blanks after about 30 seconds. If I turn off DPMS (either via xscreensaver GUI or modifying ~/.xscreensaver), it won't blank at all, so I know that DPMS is partially reading the xscreensaver settings. -- edit I've attempted more troubleshooting, by creating a new user account, then logging out of the main account and into the new account. I've tried modifying the timeouts via dconf, but get the same results as above (i.e. it doesn't work, nor does sleep-display-ac, but idle-dim-time and idle-dim-ac work). Also, the depreciated sleep-display-ac key is not visible, so I think that this is probably unrelated. -- edit I've since moved to gnome-shell instead of unity, and still have this problem, so I guess that it's something to do with gnome-power-manager.

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  • How do I stop icons appearing on the desktop in a particular area?

    - by Seamus
    When I download something to my desktop, or insert a CD or flash drive, the icon appears on my desktop. When I have conky running, the icon sometimes appears in the top right corner, underneath conky; where I can't see it. How do I stop this happening? My .conkyrc is pasted below. I didn't write it all myself, so I'm not entirely sure what I need to change, or what parts are relevant for this particular question... # UBUNTU-CONKY # A comprehensive conky script, configured for use on # Ubuntu / Debian Gnome, without the need for any external scripts. # # Based on conky-jc and the default .conkyrc. # INCLUDES: # - tail of /var/log/messages # - netstat shows number of connections from your computer and application/PID making it. Kill spyware! # # -- Pengo # # Create own window instead of using desktop (required in nautilus) own_window yes own_window_type override own_window_transparent yes own_window_hints undecorated,below,sticky,skip_taskbar,skip_pager # Use double buffering (reduces flicker, may not work for everyone) double_buffer yes # fiddle with window use_spacer right # Use Xft? use_xft yes xftfont DejaVu Sans:size=8 xftalpha 0.8 text_buffer_size 2048 # Update interval in seconds update_interval 3.0 # Minimum size of text area # minimum_size 250 5 # Draw shades? draw_shades no # Text stuff draw_outline no # amplifies text if yes draw_borders no uppercase no # set to yes if you want all text to be in uppercase # Stippled borders? stippled_borders 3 # border margins border_margin 9 # border width border_width 10 # Default colors and also border colors, grey90 == #e5e5e5 default_color grey own_window_colour brown own_window_transparent yes # Text alignment, other possible values are commented #alignment top_left alignment top_right #alignment bottom_left #alignment bottom_right # Gap between borders of screen and text gap_x 10 gap_y 20 # stuff after 'TEXT' will be formatted on screen TEXT $color ${color orange}SYSTEM ${hr 2}$color $nodename $sysname $kernel on $machine ${color orange}CPU ${hr 2}$color ${freq}MHz Load: ${loadavg} Temp: ${acpitemp} $cpubar ${cpugraph 000000 ffffff} NAME ${goto 150}PID ${goto 200}CPU% ${goto 250}MEM% ${top name 1} ${goto 150}${top pid 1} ${goto 200}${top cpu 1} ${goto 250}${top mem 1} ${top name 2} ${goto 150}${top pid 2} ${goto 200}${top cpu 2} ${goto 250}${top mem 2} ${top name 3} ${goto 150}${top pid 3} ${goto 200}${top cpu 3} ${goto 250}${top mem 3} ${top name 4} ${goto 150}${top pid 4} ${goto 200}${top cpu 4} ${goto 250}${top mem 4} ${color orange}MEMORY / DISK ${hr 2}$color RAM: $memperc% ${membar 6}$color Swap: $swapperc% ${swapbar 6}$color Home: ${fs_free_perc /home}% ${fs_bar 6 /}$color Free Space: ${fs_free /home} ${color orange}NETWORK (${addr eth0}) ${hr 2}$color Down: $color${downspeed eth0} k/s ${alignr}Up: ${upspeed eth0} k/s ${downspeedgraph eth0 25,140 000000 ff0000} ${alignr}${upspeedgraph eth0 25,140 000000 00ff00}$color Total: ${totaldown eth0} ${alignr}Total: ${totalup eth0} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} ${color orange}WIRELESS (${addr wlan0}) ${hr 2}$color Down: $color${downspeed wlan0} k/s ${alignr}Up: ${upspeed wlan0} k/s ${downspeedgraph wlan0 25,140 000000 ff0000} ${alignr}${upspeedgraph wlan0 25,140 000000 00ff00}$color Total: ${totaldown wlan0} ${alignr}Total: ${totalup wlan0} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} Conky solutions have been offered, but perhaps these aren't the best way of approaching it. What I really want is to stop icons even appearing in that part of the desktop window: that is, I want to make part of the desktop real estate "off-limits" to new icons appearing on the desktop.

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  • Is my work on a developer test being taken advantage of?

    - by CodeWarrior
    I am looking for a job and have applied to a number of positions. One of them responded, I had a pretty lengthy phone interview (perhaps an hour +) and they then set me up with a developer test. I was told that this test is estimated to take between 6 and 8 hours and that, provided it met with their approval, I could be paid for my work on it. That gave me some pause, but I endeavored. The developer test took place on a VM accessed via RDP. The task was to implement a search page in a web project that requests data from the server, displays it on the screen in a table, has a pretty complicated search filtering scheme (there are about 15 statuses and when sending the search to the server you can search by these statuses) in addition to the string/field search. They want some SVG icons to change color on certain data values, they want some data to be represented differently than how it is in the database, etc. Loooong story short, this took one heck of a lot longer than 6-8 hours. Much of it was due to the very poor VM that I was running on (Visual Studio 2013 took 10 minutes to load, and another 15 minutes to open the 3 GB ginormous solution). After completing, I was told to commit my changes to source control... Hmm, OK. I get an email back that they thought that the SVGs could have their color changed differently, they found a bug in this edge-case, there was an occasional problem with this other thing that I never experienced, etc. So I am 13-14 hours into this thing now, and I have to do bug fixes. I do them, and they come back with some more. This is all apparently going into a production application. I noticed some anomalies in the code that was already in there where it looked like other people had coded all of one functionality and not anything else that I could find. Am I just being used for cheap labor? Even if they pay me the promised 50 dollars and hour for 6 hours, I have committed like 18 hours to this thing now. If I bug fix all of the stuff they keep coming up with, I will have worked at least 16 hours for free. I have taken a number of developer tests. I have never taken one where I worked on code that was destined for production. I have never taken one where I implemented a feature that was in the pipeline for development (it was planned for, and I implemented it through the course of the test). And I have never taken one that took 4 rounds and a total of 20+ hours. I get the impression that they are using their developer test to field some of the functionality, that they don't have time for in their normal team, on the cheap. Also, I wouldn't mind a 'devtest' tag.

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  • Using machine learning to aim mirrors in a solar array?

    - by Buttons840
    I've been thinking about solar collectors where several independent mirrors to focus the light on a solar collector, similar to the following design from Energy Innovations. Because there will be flaws in the assembly of this solar array, I am proceeding with the following assumptions (or lack thereof): The software knows the "position" of each mirror, but doesn't know how this position relates to the real world or to other mirrors. This will account for poor mirror calibration or other environmental factors which may effect one mirror but not the others. If a mirror moves 10 units in one direction, and then 10 units in the opposite direction, it will end up where it originally started. I would like to use machine learning to position the mirrors correctly and focus the light on the collector. I expect I would approach this as an optimization problem, optimizing the mirror positions to maximize the heat inside the collector and the power output. The problem is finding a small target in a noisy high-dimensional space (considering each mirror has 2 axis of rotation). Some of the problems I anticipate are: cloudy days, even if you stumble upon the perfect mirror alignment, it might be cloudy at the time noisy sensor data the sun is a moving target, it moves along a path, and follows a different path every day - although you could calculate the exact position of the sun at any time, you wouldn't know how that position relates to your mirrors My question isn't about the solar array, but possible machine learning techniques that would help in this "small target in a noisy high dimensional-space" problem. I mentioned the solar array because it was the catalyst for this question and a good example. What machine learning techniques can find such a small target in a noisy high-dimensional space? EDIT: A few additional thoughts: Yes, you can calculate the suns position in the real world, but you don't know how the mirrors position is related to the real world (unless you've learned it somehow). You might know the suns azimuth is 220 degrees, and the suns elevation is 60 degrees, and you might know a mirror is at position (-20, 42); now tell me, is that mirror correctly aligned with the sun? You don't know. Lets assume you have some very sophisticated heat measurements, and you know "with this heat level, there must be 2 mirrors correctly aligned". Now the question is, which two mirrors (out of 25 or more) are correctly aligned? One solution I considered was to approximate the correct "alignment function" using a neural network which would take the suns azimuth and elevation as input and output a large array with 2 values for each mirror which correspond to the 2 axis of each mirror. I'm not sure what the best training method is though.

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  • Your interesting code tricks/ conventions? [closed]

    - by Paul
    What interesting conventions, rules, tricks do you use in your code? Preferably some that are not so popular so that the rest of us would find them as novelties. :) Here's some of mine... Input and output parameters This applies to C++ and other languages that have both references and pointers. This is the convention: input parameters are always passed by value or const reference; output parameters are always passed by pointer. This way I'm able to see at a glance, directly from the function call, what parameters might get modified by the function: Inspiration: Old C code int a = 6, b = 7, sum = 0; calculateSum(a, b, &sum); Ordering of headers My typical source file begins like this (see code below). The reason I put the matching header first is because, in case that header is not self-sufficient (I forgot to include some necessary library, or forgot to forward declare some type or function), a compiler error will occur. // Matching header #include "example.h" // Standard libraries #include <string> ... Setter functions Sometimes I find that I need to set multiple properties of an object all at once (like when I just constructed it and I need to initialize it). To reduce the amount of typing and, in some cases, improve readability, I decided to make my setters chainable: Inspiration: Builder pattern class Employee { public: Employee& name(const std::string& name); Employee& salary(double salary); private: std::string name_; double salary_; }; Employee bob; bob.name("William Smith").salary(500.00); Maybe in this particular case it could have been just as well done in the constructor. But for Real WorldTM applications, classes would have lots more fields that should be set to appropriate values and it becomes unmaintainable to do it in the constructor. So what about you? What personal tips and tricks would you like to share?

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • CIO's Corner: Achieving a Balance

    - by Michelle Kimihira
    Author: Rick Beers Senior Director, Product Management, Oracle Fusion Middleware All too often, a CIO is unfairly characterized as either technology-focused or business-focused; as more concerned with either infrastructure performance or business excellence. It seems to me that this completely misses the point. I have long thought that a CIO has probably the most complex C-level position in an enterprise, one that requires an artful balance among four entirely different constituencies, often with competing values and needs. How a CIO balances these is the single largest determinant of success. I was reminded of this while reading the excellent interview of Mark Hurd by CNBC’s Maria Bartiromo in a recent issue of USATODAY (Bartiromo: Oracle's Hurd is in tech sweet spot). The interview covers topics such as Big Data, Leadership and Oracle’s growth strategy. But the topic that really got my interest, and reminded me of the need for balance, was on IT spending trends, in which Mark Hurd observed, “…budgets are tight. What most of our customers have today is both an austerity plan to save money and at the same time a plan to reapply that money to innovation. There isn't a customer we have that doesn't have an austerity plan and an innovation plan.” In an era of economic uncertainty, and an accelerating pace of business change, this is probably the toughest balance a CIO must achieve. Yet for far too many IT organizations, operating costs consume over 75% of their budgets, leaving precious little for innovation and investment in business-critical technology programs. I have found that many CIO’s are trapped by their enterprise systems platforms, which were originally architected for Standardization, Compliance and tightly integrated linear Workflows. Yes, these traits are still required for specific reasons and cannot be compromised. But they are no longer enough. New demands are emerging: the explosion in the volume and diversity of Data, the Consumerization of IT, the rise of Social Media, and the need for continual Business Process Reengineering. These were simply not the design criteria for Enterprise 1.0 and attempting to leverage them with current systems platforms results in an escalation in complexity and a resulting increase in operating costs for many IT organizations. This is the cost vs investment trap and what most constrains CIO’s from achieving the balance they need. But there is a way out of this trap. Enterprise 2.0 represents an entirely new enterprise systems architecture, one that is ‘Business-Centric’ rather than ‘ERP Centric’, which defined the architecture of Enterprise 1.0. Oracle’s best in class suite of Fusion Middleware Products enables a layered approach to enterprise systems architectures that provides the balance that an enterprise needs. The most exciting part of all this? The bottom two layers are focused upon reducing costs and the upper two layers provide business value and innovation. Finally, the Balance a CIO needs.  Additional Information Product Information on Oracle.com: Oracle Fusion Middleware Follow us on Twitter and Facebook Subscribe to our regular Fusion Middleware Newsletter

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  • ArchBeat Link-o-Rama for 2012-07-11

    - by Bob Rhubart
    Is the future of retail showrooming? | GigaOm "The digital shopper isn’t just digital and she expects to be served seamlessly across all channels, physical and digital," reports GigaOm. Twenty years into the Internet era and the changes just keep coming. Solution architects take note... Agile Bureaucracy: When Practices become Principles | Jim Highsmith.com "Principles and values are a critical part of keeping individuals in organizations aligned and engaged," says Agile guru Jim Highsmith, "but the more pseudo-principles are piled on top of principles, the less and less organizations are able to adapt." Oracle Fusion Applications 11g Basics | Michel Schildmeijer "We are trying to build up a Oracle Fusion Apps environment on a Exalogic system, though still on bare metal, because officially there still is no Oracle VM available yet on Exalogic," says Michel Schildmeijer, an Oracle Fusion Middleware Architect at Qualogy. "It is a bit of a challenge, but getting to know the basics and which components the install, build and configure phase use, might bring you a step further on the way." Process Centric Banking: Loan Origination Solution | Manish Palaparthy This interesting, detailed post by Manish Palaparthy explains the process behind the execution of a proof-of-concept for a Fusion Middleware-based loan-origination solution for a bank. The solution incorporates Oracle BPM Suite, Webcenter, and ADF technolgies in a SOA infrastructure. How eBay and Facebook are Cleaning Up Data Centers | Amy Gallo - HBR The Cloud has needs! As reported by Amy Gallo in an article in the Harvard Business Review, "The electricity demand of data centers and the telecommunications network is rivaling that of most nations. If the cloud were itself a country, it would rank fifth in the world on energy demand behind the U.S., China, Russia, and Japan." Do WebLogic configuration from ANT | Edwin Biemond "With WebLogic WLST you can script the creation of all your Application DataSources or SOA Integration artifacts( like JMS etc)," says Oracle ACE Edwin Biemond. "This is necessary if your domain contains many WebLogic artifacts or you have more then one WebLogic environment. If so, you want to script this so you can configure a new WebLogic domain in minutes and you can repeat this task with always the same result." Oracle Special-Edition E-Book: Cloud Architecture for Dummies Learn how to architect and model your cloud implementation to drive efficiency and leverage economies of scale with Cloud Architecture for Dummies, a free Oracle e-book. (Registration required.) Thought for the Day "One of the best things to come out of the home computer revolution could be the general and widespread understanding of how severely limited logic really is." — Frank Herbert Source: SoftwareQuotes.com

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  • Backup Azure Tables with the Enzo Backup API

    - by Herve Roggero
    In case you missed it, you can now backup (and restore) Azure Tables and SQL Databases using an API directly. The features available through the API can be found here: http://www.bluesyntax.net/backup20api.aspx and the online help for the API is here: http://www.bluesyntax.net/EnzoCloudBackup20/APIIntro.aspx. Backing up Azure Tables can’t be any easier than with the Enzo Backup API. Here is a sample code that does the trick: // Create the backup helper class. The constructor automatically sets the SourceStorageAccount property StorageBackupHelper backup = new StorageBackupHelper("storageaccountname", "storageaccountkey", "sourceStorageaccountname", "sourceStorageaccountkey", true, "apilicensekey"); // Now set some properties… backup.UseCloudAgent = false;                                       // backup locally backup.DeviceURI = @"c:\TMP\azuretablebackup.bkp";    // to this file backup.Override = true; backup.Location = DeviceLocation.LocalFile; // Set optional performance options backup.PKTableStrategy.Mode = BSC.Backup.API.TableStrategyMode.GUID; // Set GUID strategy by default backup.MaxRESTPerSec = 200; // Attempt to stay below 200 REST calls per second // Start the backup now… string taskId = backup.Backup(); // Use the Environment class to get the final status of the operation EnvironmentHelper env = new EnvironmentHelper("storageaccountname", "storageaccountkey", "apilicensekey"); string status = env.GetOperationStatus(taskId);   As you can see above, the code is straightforward. You provide connection settings in the constructor, set a few options indicating where the backup device will be located, set optional performance parameters and start the backup. The performance options are designed to help you backup your Azure Tables quickly, while attempting to keep under a specific threshold to prevent Storage Account throttling. For example, the MaxRESTPerSec property will attempt to keep the overall backup operation under 200 rest calls per second. Another performance option if the Backup Strategy for Azure Tables. By default, all tables are simply scanned. While this works best for smaller Azure Tables, larger tables can use the GUID strategy, which will issue requests against an Azure Table in parallel assuming the PartitionKey stores GUID values. It doesn’t mean that your PartitionKey must have GUIDs however for this strategy to work; but the backup algorithm is tuned for this condition. Other options are available as well, such as filtering which columns, entities or tables are being backed up. Check out more on the Blue Syntax website at http://www.bluesyntax.net.

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  • Using a SQL Prompt snippet with template parameters

    - by SQLDev
    As part of my product management role I regularly attend trade shows and man the Red Gate booth in the vendor exhibition hall. Amongst other things this involves giving product demos to customers. Our latest demo involves SQL Source Control and SQL Test in a continuous integration environment. In order to demonstrate quite how easy it is to set up our tools from scratch we start the demo by creating an entirely new database to link to source control, using an individual database name for each conference attendee. In SQL Server Management Studio this can be done either by selecting New Database from the Object Explorer or by executing “CREATE DATABASE DemoDB_John” in a query window. We recently extended the demo to include SQL Test. This uses an open source SQL Server unit testing framework called tSQLt (www.tsqlt.org), which has a CLR object that requires EXTERNAL_ACCESS to be set as follows: ALTER DATABASE DemoDB_John SET TRUSTWORTHY ON This isn’t hard to do, but if you’re giving demo after demo, this two-step process soon becomes tedious. This is where SQL Prompt snippets come into their own. I can create a snippet named create_demo_db for this following: CREATE DATABASE DemoDB_John GO USE DemoDB_John GO ALTER DATABASE DemoDB_John SET TRUSTWORTHY ON Now I just have to type the first few characters of the snippet name, select the snippet from SQL Prompt’s candidate list, and execute the code. Simple! The problem is that this can only work once due to the hard-coded database name. Luckily I can leverage a nice feature in SQL Server Management Studio called Template Parameters. If I modify my snippet to be: CREATE DATABASE <DBName,, DemoDB_> GO USE <DBName,, DemoDB_> GO ALTER DATABASE <DBName,, DemoDB_> SET TRUSTWORTHY ON Once I’ve invoked the snippet, I can press Ctrl-Shift-M, which calls up the Specify Values for Template Parameters dialog, where I can type in my database name just once. Now you can click OK and run the query. Easy. Ideally I’d like for SQL Prompt to auto-invoke the Template Parameter dialog for all snippets where it detects the angled bracket syntax, but typing in the keyboard shortcut is a small price to pay for the time savings.

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • WebAPI and MVC4 and OData

    - by Aligned
    I was looking closer into WebAPI, specificially how to use OData to avoid writing GetCustomerByCustomerId(int id) methods all over the place. I had problems just returning IQueryable<T> as some sites suggested in the WebpAPI (Assembly System.Web.Http.dll, v4.0.0.0).  I think things changed in the release version and the blog posts are still out of date. There is no [Queraable] as the answer to this question suggests. Once I get WebAPI.Odata Nuget package, and added the [Queryable] to the method http://localhost:57146/api/values/?$filter=Id%20eq%201 worked (don’t forget the ‘$’). Now the main question is whether I should do this and how to stop logged in users from sniffing the url and getting data for other users. I John V. Peterson has a post on securing WebAPI with headers and intercepting the call at that point. He had an update to use HttpMessageHandlers instead. I think I’ll use this to force the call to contain some kind of unique code for the user, but I’m still thinking about this. I will not expose this to the public, just to my calls with-in my Forms Authentication areas. Other links: http://robbincremers.me/2012/02/16/building-and-consuming-rest-services-with-asp-net-web-api-and-odata-support/ ~lots of good information John V Peterson example: https://github.com/johnvpetersen/ASPWebAPIExample ~ all data access goes through the WebApi and the web client doesn’t have a connection string ~ There is code library for calling the WebApi from MVC using the HttpClient. It’s a great starting point http://blogs.msdn.com/b/alexj/archive/2012/08/15/odata-support-in-asp-net-web-api.aspx ~ Beta (9/18/2012) Nuget package to help with what I want to do? ~ has a sample code project with examples http://blogs.msdn.com/b/alexj/archive/2012/08/15/odata-support-in-asp-net-web-api.aspx http://blogs.msdn.com/b/alexj/archive/2012/08/21/web-api-queryable-current-support-and-tentative-roadmap.aspx http://stackoverflow.com/questions/10885868/asp-net-mvc4-rc-web-api-odata-filter-not-working-with-iqueryable JSON, pass the correct format in the header (Accept: application/json). $format=JSON doesn’t appear to be working. Async methods built into WebApi! Look for the GetAsync methods.

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • Start Time & Calculated Column Wonkiness in a SharePoint Event Calendar

    - by _zekeMouseOver
    I was creating some custom rollups on some of our event calendars and came across a very odd bug when trying to grab only the date component of the built-in Start Time field. One's first inclination will be to create a calculated column and give it the formula... =[Start Time]... and then assign its output type to be "Date Only." This works well until a user adds an All Day Event. For reasons unexplainable, the All Day Event flag causes your =[Start Time] to display the date minus one day. Here is an example of this in action:  Start Date and Time, Duration, Start Date Value and Start Day are all calculated fields. Notice how the Start Date and Time (=[Start Time]) is reporting 6:00PM of the previous day. The Start Date Value (=[Start Time] - Output Type: Number) confirms this (.75 = 6:00 PM.) Curiously enough, the Duration (=[End Time]-[Start Time]) is properly reporting the duration between 12:00AM and 11:59PM. Why? I don't know. Perhaps it's somehow bound to the regional settings on the site, but I'm not interested in changing a global site setting for the sake of one calculated field.With this information at our disposal, our calculated column to display the date part of the start date needs to be modified to add one day to the [Start Time] field if an All Day Event is selected. To determine this, we use the Duration above to assume the item is an all-day event and change our formula to be:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",[Start Time] + 1, [Start Time])This will work, but what happens when the user de-selects the "All Day Event" checkbox? The duration stays the same, but all other values begin reporting the correct time: Since our formula above is strictly based on an expected duration, it will add one to the correct date, causing the date 5/11/2010 to appear. Notice though that the raw value of the start time (in this case) is a non-fractional number (40,308) whereas the all-day event was being represented as 6:00 PM (.75) of the previous day. We can use this to add one more nested branch of logic to our calculation:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",IF([Start Time]=ROUND([Start Time],0),[Start Time],[Start Time]+1),[Start Time]) I feel somewhat... dirty about having to resort to this kind of calculation in what SHOULD have been a simple =[Start Time] to extract the date part of the Start Time field, but there you have it. Make sure to shower extra longer after having used it.

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