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  • Distinct operator in Linq

    - by Jalpesh P. Vadgama
    Linq operator provides great flexibility and easy way of coding. Let’s again take one more example of distinct operator. As name suggest it will find the distinct elements from IEnumerable. Let’s take an example of array in console application and then we will again print array to see is it working or not. Below is the code for that. In this application I have integer array which contains duplicate elements and then I will apply distinct operator to this and then I will print again result of distinct operators to actually see whether its working or not. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Experiment { class Program { static void Main(string[] args) { int[] intArray = { 1, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5 }; var uniqueIntegers = intArray.Distinct(); foreach (var uInteger in uniqueIntegers) { Console.WriteLine(uInteger); } Console.ReadKey(); } } } Below is output as expected.. That’s cool..Stay tuned for more.. Happy programming. Technorati Tags: Linq,Distinct

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  • Did the developers of Java conciously abandon RAII?

    - by JoelFan
    As a long-time C# programmer, I have recently come to learn more about the advantages of Resource Acquisition Is Initialization (RAII). In particular, I have discovered that the C# idiom: using (my dbConn = new DbConnection(connStr) { // do stuff with dbConn } has the C++ equivalent: { DbConnection dbConn(connStr); // do stuff with dbConn } meaning that remembering to enclose the use of resources like DbConnection in a using block is unnecessary in C++ ! This seems to a major advantage of C++. This is even more convincing when you consider a class that has an instance member of type DbConnection, for example class Foo { DbConnection dbConn; // ... } In C# I would need to have Foo implement IDisposable as such: class Foo : IDisposable { DbConnection dbConn; public void Dispose() { dbConn.Dispose(); } } and what's worse, every user of Foo would need to remember to enclose Foo in a using block, like: using (var foo = new Foo()) { // do stuff with "foo" } Now looking at C# and its Java roots I am wondering... did the developers of Java fully appreciate what they were giving up when they abandoned the stack in favor of the heap, thus abandoning RAII? (Similarly, did Stroustrup fully appreciate the significance of RAII?)

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  • Validar Textbox para aceptar solo n&uacute;meros

    - by Jason Ulloa
    Una de las necesidades más habituales en el desarrollo es poder validar los controles Textbox para que solo acepten valore numéricos. En este post eso es lo que haremos, nos apoyaremos en el lenguaje javascript para validar nuestro textbox del lado del cliente. Nuestro primer paso será crear la función JavaScript que hará el trabajo, para ello agregamos las etiquetas de javascript <script type="text/javascript"> </script> Posteriormente dentro de esas etiquetas agregaremos el script que hará el trabajo function ValidNum(e) { var tecla= document.all ? tecla = e.keyCode : tecla = e.which; return ((tecla > 47 && tecla < 58) || tecla == 46); } Por último iremos al code behind de la página y en el evento Load agregaremos un nuevo evento al textbox para que reconozca el script. protected void Page_Load(object sender, EventArgs e) { TextBox1.Attributes.Add("onkeypress", "javascript:return ValidNum(event);"); } Con esto, tenemos el textbox validado para aceptar solo números y el punto.

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  • Ogre3d particle effect causing error in iPhone

    - by anu
    1) First I have added the Particle Folder from the OgreSDK( Contains Smoke.particle) 2) Added the Smoke.material And smoke.png and smokecolors.ong 3) After this I added the Plugin = Plugin_ParticleFX in the plugins.cfg Here is my code: #Defines plugins to load # Define plugin folder PluginFolder=./ # Define plugins Plugin=RenderSystem_GL Plugin=Plugin_ParticleFX 4) I have added the particle path in the resources.cfg( adding the particle file in this get crash ) #Resource locations to be added to the 'bootstrap' path # This also contains the minimum you need to use the Ogre example framework [Bootstrap] Zip=media/packs/SdkTrays.zip # Resource locations to be added to the default path [General] FileSystem=media/models FileSystem=media/particle FileSystem=media/materials/scripts FileSystem=media/materials/textures FileSystem=media/RTShaderLib FileSystem=media/RTShaderLib/materials Zip=media/packs/cubemap.zip Zip=media/packs/cubemapsJS.zip Zip=media/packs/skybox.zip 6) Finally I did all the settings, my code is here: mPivotNode = OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); // create a pivot node // create a child node and attach an ogre head and some smoke to it Ogre::SceneNode* headNode = mPivotNode->createChildSceneNode(Ogre::Vector3(100, 0, 0)); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createEntity("Head", "ogrehead.mesh")); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createParticleSystem("Smoke", "Examples/Smoke")); 7) I run this, I got the below error: An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/davidrogers/Documents/Ogre/ogre-v1-7/OgreMain/src/OgreParticleSystemManager.cpp (line 353) 8) Getting crash at: (void)renderOneFrame:(id)sender { if(!OgreFramework::getSingletonPtr()->isOgreToBeShutDown() && Ogre::Root::getSingletonPtr() && Ogre::Root::getSingleton().isInitialised()) { if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) { mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU(); //( getting crash here) Does anyone know what could be causing this?

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  • ASP.NET ViewState Tips and Tricks #1

    - by João Angelo
    In User Controls or Custom Controls DO NOT use ViewState to store non public properties. Persisting non public properties in ViewState results in loss of functionality if the Page hosting the controls has ViewState disabled since it can no longer reset values of non public properties on page load. Example: public class ExampleControl : WebControl { private const string PublicViewStateKey = "Example_Public"; private const string NonPublicViewStateKey = "Example_NonPublic"; // DO public int Public { get { object o = this.ViewState[PublicViewStateKey]; if (o == null) return default(int); return (int)o; } set { this.ViewState[PublicViewStateKey] = value; } } // DO NOT private int NonPublic { get { object o = this.ViewState[NonPublicViewStateKey]; if (o == null) return default(int); return (int)o; } set { this.ViewState[NonPublicViewStateKey] = value; } } } // Page with ViewState disabled public partial class ExamplePage : Page { protected override void OnLoad(EventArgs e) { base.OnLoad(e); this.Example.Public = 10; // Restore Public value this.Example.NonPublic = 20; // Compile Error! } }

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  • Enumerable Interleave Extension Method

    - by João Angelo
    A recent stackoverflow question, which I didn’t bookmark and now I’m unable to find, inspired me to implement an extension method for Enumerable that allows to insert a constant element between each pair of elements in a sequence. Kind of what String.Join does for strings, but maintaining an enumerable as the return value. Having done the single element part I got a bit carried away and ended up expanding it adding overloads to support interleaving elements of another sequence and support for a predicate to control when interleaving takes place. I have to confess that I did this for fun and now I can’t think of any real usage scenario, nonetheless, it may prove useful for someone. First a simple example: var target = new string[] { "(", ")", "(", ")" }; var result = target.Interleave(".", (f, s) => f == "("); // Prints: (.)(.) Console.WriteLine(String.Join(string.Empty, result)); And now the untested but documented implementation: using System; using System.Collections; using System.Collections.Generic; using System.Linq; public static class EnumerableExtensions { /// <summary> /// Iterates infinitely over a constant element. /// </summary> /// <typeparam name="T"> /// The type of element in the sequence. /// </typeparam> private class InfiniteSequence<T> : IEnumerable<T>, IEnumerator<T> { public InfiniteSequence(T element) { this.Element = element; } public T Element { get; private set; } public IEnumerator<T> GetEnumerator() { return this; } IEnumerator IEnumerable.GetEnumerator() { return this; } T IEnumerator<T>.Current { get { return this.Element; } } void IDisposable.Dispose() { } object IEnumerator.Current { get { return this.Element; } } bool IEnumerator.MoveNext() { return true; } void IEnumerator.Reset() { } } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); return InterleaveInternal(target, new InfiniteSequence<T>(element), (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); return InterleaveInternal(target, elements, (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, new InfiniteSequence<T>(element), predicate); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, elements, predicate); } private static IEnumerable<T> InterleaveInternal<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { var targetEnumerator = target.GetEnumerator(); if (targetEnumerator.MoveNext()) { var elementsEnumerator = elements.GetEnumerator(); while (true) { T first = targetEnumerator.Current; yield return first; if (!targetEnumerator.MoveNext()) yield break; T second = targetEnumerator.Current; bool interleave = true && predicate(first, second) && elementsEnumerator.MoveNext(); if (interleave) yield return elementsEnumerator.Current; } } } }

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  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

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  • Box Collider isn't rotating with Game Object

    - by pek
    I have a method that creates a room by instantiating a prefab, places it in a grid and the re-sizes the collider based on a room definition (location in grid, rotation, width and height). Here is the method: public void CreateRoom(RoomAction action) { GameObject roomGameObject = Instantiate(this.roomPrefab, Vector3.zero, action.RoomPrefab.transform.rotation) as GameObject; roomGameObject.transform.parent = this.transform; roomGameObject.transform.localPosition = new Vector3(action.MansionOffsetX, 0, -action.MansionOffsetY) * this.blockSize; roomGameObject.transform.localPosition += new Vector3((action.Room.Width * this.blockSize) / 2, 0, -((action.Room.Height * this.blockSize) / 2)); BoxCollider roomCollider = roomGameObject.GetComponent<BoxCollider>(); roomCollider.isTrigger = true; roomCollider.center = new Vector3(0, this.height / 2, 0); roomCollider.size = new Vector3(action.Room.Width * this.blockSize, this.height, action.Room.Height * this.blockSize); roomGameObject.transform.RotateAroundLocal(roomGameObject.transform.up, Mathf.Deg2Rad * -90 * action.Rotation); } The problem I'm having is that, while the room rotates correctly, but for some reason, the collider isn't rotating with the game object. Here is a screenshot: Any idea on what am I doing wrong?

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • How to Hibernate from .NET Apps and How to enable Hibernate in Windows XP

    The usage of Computer desktop or laptop is increased all around the world phenomenally. This link gives you the picture on how power consumption is for various devices we use daily. to reduce the power consumption Hibernate is one of the best way provided by default in Windows Vista or Windows 7. Hibernate feature enables you to close the machine without closing your applications, that means the applications will be restored as they were once we restart the machine. Hibernate feature is not enabled in Windows XP by default. I’ve seen many people that they run (do not switch off) the machines months and months as they do not want to close the windows or applications running in Windows XP. below are the steps to enable Hibernate in Windows XP. Right click on Desktop. Click on properties. Go to screen save tab. Click on power button Select Hibernate tab Check the checkbox “Enabled Hibernate” Apply the settings. Now when you try to shutdown, “Shut down windows” dialog shows “Hibernate” options. Now you can safely close the machine without closing your applications or windows as they will be restored once you on the machine. </SPAN? Some time you might want to provide this future programmatically for the applications you develop for windows. Generally you might want to provide this option in windows applications where process needs huge time. Download managers are the one of the best example. below is the code to do a Hibernate from the .NET code. using System.Windows.Forms;namespace CodeKicks.WinApp.Machine{ public static class MyMachineHelper { public static void DoHibernate() { //Application.SetSuspendState(PowerState.Suspend, true, false); Application.SetSuspendState(PowerState.Hibernate, true, false); } }} span.fullpost {display:none;}

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • How to implement fast search on Azure Blob?

    - by Vicky
    I am done with writing the code to upload files (text files) to azure blob storage. Now I want to provide search based on text files content. For ex. If I search for "Hello" then the name of files that contains "Hello" words should appear in search result. Here my code to search class BlobSearch { static void Main(string[] args) { string searchText = "Hello"; CloudStorageAccount account = CloudStorageAccount.Parse(azureConString); CloudBlobClient blobClient = account.CreateCloudBlobClient(); CloudBlobContainer blobContainer = blobClient.GetContainerReference("MyBlobContainer"); blobContainer.FetchAttributes(); var blobItemList = blobContainer.ListBlobs(); foreach (var item in blobItemList) { string line = string.Empty; CloudBlockBlob blockBlob = blobContainer.GetBlockBlobReference(item.Uri.ToString()); if(blockBlob.Name.Contains(".txt")) { int lineno = 1; using (var stream = blockBlob.OpenRead()) { using (StreamReader reader = new StreamReader(stream)) { while ((line = reader.ReadLine()) != null) { if (line.IndexOf(searchText) != -1) { Console.WriteLine("Line : " + lineno +" => "+ blockBlob.Name); } lineno++; } } } } } Console.WriteLine("SEARCH COMPLETE"); Console.ReadLine(); } } Above code is working but it is too slow. Is there any way to do it faster or Can improve above code.

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  • CLR 4.0: Corrupted State Exceptions

    - by Scott Dorman
    Corrupted state exceptions are designed to help you have fewer bugs in your code by making it harder to make common mistakes around exception handling. A very common pattern is code like this: public void FileSave(String name) { try { FileStream fs = new FileStream(name, FileMode.Create); } catch (Exception e) { MessageBox.Show("File Open Error"); throw new Exception(IOException); } The standard recommendation is not to catch System.Exception but rather catch the more specific exceptions (in this case, IOException). While this is a somewhat contrived example, what would happen if Exception were really an AccessViolationException or some other exception indicating that the process state has been corrupted? What you really want to do is get out fast before persistent data is corrupted or more work is lost. To help solve this problem and minimize the chance that you will catch exceptions like this, CLR 4.0 introduces Corrupted State Exceptions, which cannot be caught by normal catch statements. There are still places where you do want to catch these types of exceptions, particularly in your application’s “main” function or when you are loading add-ins.  There are also rare circumstances when you know code that throws an exception isn’t dangerous, such as when calling native code. In order to support these scenarios, a new HandleProcessCorruptedStateExceptions attribute has been added. This attribute is added to the function that catches these exceptions. There is also a process wide compatibility switch named legacyCorruptedStateExceptionsPolicy which when set to true will cause the code to operate under the older exception handling behavior. Technorati Tags: CLR 4.0, .NET 4.0, Exception Handling, Corrupted State Exceptions

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  • Silverlight 4 Twitter Client &ndash; Part 6

    - by Max
    In this post, we are going to look into implementing lists into our twitter application and also about enhancing the data grid to display the status messages in a pleasing way with the profile images. Twitter lists are really cool feature that they recently added, I love them and I’ve quite a few lists setup one for DOTNET gurus, SQL Server gurus and one for a few celebrities. You can follow them here. Now let us move onto our tutorial. 1) Lists can be subscribed to in two ways, one can be user’s own lists, which he has created and another one is the lists that the user is following. Like for example, I’ve created 3 lists myself and I am following 1 other lists created by another user. Both of them cannot be fetched in the same api call, its a two step process. 2) In the TwitterCredentialsSubmit method we’ve in Home.xaml.cs, let us do the first api call to get the lists that the user has created. For this the call has to be made to https://twitter.com/<TwitterUsername>/lists.xml. The API reference is available here. myService1.AllowReadStreamBuffering = true; myService1.UseDefaultCredentials = false; myService1.Credentials = new NetworkCredential(GlobalVariable.getUserName(), GlobalVariable.getPassword()); myService1.DownloadStringCompleted += new DownloadStringCompletedEventHandler(ListsRequestCompleted); myService1.DownloadStringAsync(new Uri("https://twitter.com/" + GlobalVariable.getUserName() + "/lists.xml")); 3) Now let us look at implementing the event handler – ListRequestCompleted for this. public void ListsRequestCompleted(object sender, System.Net.DownloadStringCompletedEventArgs e) { if (e.Error != null) { StatusMessage.Text = "This application must be installed first."; parseXML(""); } else { //MessageBox.Show(e.Result.ToString()); parseXMLLists(e.Result.ToString()); } } 4) Now let us look at the parseXMLLists in detail xdoc = XDocument.Parse(text); var answer = (from status in xdoc.Descendants("list") select status.Element("name").Value); foreach (var p in answer) { Border bord = new Border(); bord.CornerRadius = new CornerRadius(10, 10, 10, 10); Button b = new Button(); b.MinWidth = 70; b.Background = new SolidColorBrush(Colors.Black); b.Foreground = new SolidColorBrush(Colors.Black); //b.Width = 70; b.Height = 25; b.Click += new RoutedEventHandler(b_Click); b.Content = p.ToString(); bord.Child = b; TwitterListStack.Children.Add(bord); } So here what am I doing, I am just dynamically creating a button for each of the lists and put them within a StackPanel and for each of these buttons, I am creating a event handler b_Click which will be fired on button click. We will look into this method in detail soon. For now let us get the buttons displayed. 5) Now the user might have some lists to which he has subscribed to. We need to create a button for these as well. In the end of TwitterCredentialsSubmit method, we need to make a call to http://api.twitter.com/1/<TwitterUsername>/lists/subscriptions.xml. Reference is available here. The code will look like this below. myService2.AllowReadStreamBuffering = true; myService2.UseDefaultCredentials = false; myService2.Credentials = new NetworkCredential(GlobalVariable.getUserName(), GlobalVariable.getPassword()); myService2.DownloadStringCompleted += new DownloadStringCompletedEventHandler(ListsSubsRequestCompleted); myService2.DownloadStringAsync(new Uri("http://api.twitter.com/1/" + GlobalVariable.getUserName() + "/lists/subscriptions.xml")); 6) In the event handler – ListsSubsRequestCompleted, we need to parse through the xml string and create a button for each of the lists subscribed, let us see how. I’ve taken only the “full_name”, you can choose what you want, refer the documentation here. Note the point that the full_name will have @<UserName>/<ListName> format – this will be useful very soon. xdoc = XDocument.Parse(text); var answer = (from status in xdoc.Descendants("list") select status.Element("full_name").Value); foreach (var p in answer) { Border bord = new Border(); bord.CornerRadius = new CornerRadius(10, 10, 10, 10); Button b = new Button(); b.Background = new SolidColorBrush(Colors.Black); b.Foreground = new SolidColorBrush(Colors.Black); //b.Width = 70; b.MinWidth = 70; b.Height = 25; b.Click += new RoutedEventHandler(b_Click); b.Content = p.ToString(); bord.Child = b; TwitterListStack.Children.Add(bord); } Please note, I am setting the button width to be auto based on the content and also giving it a midwidth value. I wanted to create a rounded corner buttons, but for some reason its not working. Also add this StackPanel – TwitterListStack of the Home.xaml <StackPanel HorizontalAlignment="Center" Orientation="Horizontal" Name="TwitterListStack"></StackPanel> After doing this, you would get a series of buttons in the top of the home page. 7) Now the button click event handler – b_Click, in this method, once the button is clicked, I call another method with the content string of the button which is clicked as the parameter. Button b = (Button)e.OriginalSource; getListStatuses(b.Content.ToString()); 8) Now the getListsStatuses method: toggleProgressBar(true); WebRequest.RegisterPrefix("http://", System.Net.Browser.WebRequestCreator.ClientHttp); WebClient myService = new WebClient(); myService.AllowReadStreamBuffering = true; myService.UseDefaultCredentials = false; myService.DownloadStringCompleted += new DownloadStringCompletedEventHandler(TimelineRequestCompleted); if (listName.IndexOf("@") > -1 && listName.IndexOf("/") > -1) { string[] arrays = null; arrays = listName.Split('/'); arrays[0] = arrays[0].Replace("@", " ").Trim(); //MessageBox.Show(arrays[0]); //MessageBox.Show(arrays[1]); string url = "http://api.twitter.com/1/" + arrays[0] + "/lists/" + arrays[1] + "/statuses.xml"; //MessageBox.Show(url); myService.DownloadStringAsync(new Uri(url)); } else myService.DownloadStringAsync(new Uri("http://api.twitter.com/1/" + GlobalVariable.getUserName() + "/lists/" + listName + "/statuses.xml")); Please note that the url to look at will be different based on the list clicked – if its user created, the url format will be http://api.twitter.com/1/<CurentUser>/lists/<ListName>/statuses.xml But if it is some lists subscribed, it will be http://api.twitter.com/1/<ListOwnerUserName>/lists/<ListName>/statuses.xml The first one is pretty straight forward to implement, but if its a list subscribed, we need to split the listName string to get the list owner and list name and user them to form the string. So that is what I’ve done in this method, if the listName has got “@” and “/” I build the url differently. 9) Until now, we’ve been using only a few nodes of the status message xml string, now we will look to fetch a new field - “profile_image_url”. Images in datagrid – COOL. So for that, we need to modify our Status.cs file to include two more fields one string another BitmapImage with get and set. public string profile_image_url { get; set; } public BitmapImage profileImage { get; set; } 10) Now let us change the generic parseXML method which is used for binding to the datagrid. public void parseXML(string text) { XDocument xdoc; xdoc = XDocument.Parse(text); statusList = new List<Status>(); statusList = (from status in xdoc.Descendants("status") select new Status { ID = status.Element("id").Value, Text = status.Element("text").Value, Source = status.Element("source").Value, UserID = status.Element("user").Element("id").Value, UserName = status.Element("user").Element("screen_name").Value, profile_image_url = status.Element("user").Element("profile_image_url").Value, profileImage = new BitmapImage(new Uri(status.Element("user").Element("profile_image_url").Value)) }).ToList(); DataGridStatus.ItemsSource = statusList; StatusMessage.Text = "Datagrid refreshed."; toggleProgressBar(false); } We are here creating a new bitmap image from the image url and creating a new Status object for every status and binding them to the data grid. Refer to the Twitter API documentation here. You can choose any column you want. 11) Until now, we’ve been using the auto generate columns for the data grid, but if you want it to be really cool, you need to define the columns with templates, etc… <data:DataGrid AutoGenerateColumns="False" Name="DataGridStatus" Height="Auto" MinWidth="400"> <data:DataGrid.Columns> <data:DataGridTemplateColumn Width="50" Header=""> <data:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Image Source="{Binding profileImage}" Width="50" Height="50" Margin="1"/> </DataTemplate> </data:DataGridTemplateColumn.CellTemplate> </data:DataGridTemplateColumn> <data:DataGridTextColumn Width="Auto" Header="User Name" Binding="{Binding UserName}" /> <data:DataGridTemplateColumn MinWidth="300" Width="Auto" Header="Status"> <data:DataGridTemplateColumn.CellTemplate> <DataTemplate> <TextBlock TextWrapping="Wrap" Text="{Binding Text}"/> </DataTemplate> </data:DataGridTemplateColumn.CellTemplate> </data:DataGridTemplateColumn> </data:DataGrid.Columns> </data:DataGrid> I’ve used only three columns – Profile image, Username, Status text. Now our Datagrid will look super cool like this. Coincidentally,  Tim Heuer is on the screenshot , who is a Silverlight Guru and works on SL team in Microsoft. His blog is really super. Here is the zipped file for all the xaml, xaml.cs & class files pages. Ok let us stop here for now, will look into implementing few more features in the next few posts and then I am going to look into developing a ASP.NET MVC 2 application. Hope you all liked this post. If you have any queries / suggestions feel free to comment below or contact me. Cheers! Technorati Tags: Silverlight,LINQ,Twitter API,Twitter,Silverlight 4

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  • Issue porting Cocos2d-x to Android

    - by Anil
    I've written a basic game using Cocos2D-x on XCode. It works fine on the iPhone. Now I'm trying to port it to Android. When I run the script ./build_native.sh inside the proj.android folder, it gives me the following error: jni/../../Classes/MemoryModeLayer.cpp: In member function 'void MemoryModeLayer::startNewGame()': jni/../../Classes/MemoryModeLayer.cpp:109:25: error: 'time' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:109:25: note: suggested alternative: /Users/abc/android-ndk-r9d/platforms/android-8/arch-arm/usr/include/time.h:40:17: note: 'time' jni/../../Classes/MemoryModeLayer.cpp:111:5: error: 'random_shuffle' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:112:5: error: 'random_shuffle' is not a member of 'std' make: *** [obj/local/armeabi/objs/cocos2dcpp_shared/__/__/Classes/MemoryModeLayer.o] Error 1 make: Leaving directory `/Users/abc/cocos2d-x-2.2.3/projects/Game/proj.android' In MemoryModeLayer.cpp I have the following: std::srand(unsigned(std::time(0))); std::random_shuffle(_xCod, _xCod + _numberOfRows); std::random_shuffle(_yCod, _yCod + _numberOfColumns); I've included the following headers as well: #include <string> #include <ctime> #include <algorithm> #include <iostream> #include <iomanip> Also added using namespace std in the header file. Is there anything else that I should do?

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • ASP.NET: Building tree picker dialog using jQuery UI and TreeView control

    - by DigiMortal
    Selecting things from dialogs and data represented as trees are very common things we see in business applications. In this posting I will show you how to use ASP.NET TreeView control and jQuery UI dialog component to build picker dialog that hosts tree data. Source code You can find working example with source code from my examples repository in GitHub. Please feel free to give me feedback about my examples. Source code repository GitHub Building dialog box As I don’t like to invent wheels then I will use jQuery UI to solve the question related to dialogs. If you are not sure how to include jQuery UI to your page then take a look at source code - GitHub also allows you to browse files without downloading them. I add some jQuery based JavaScript to my page head to get dialog and button work. <script type="text/javascript">     $(function () {         $("#dialog-form").dialog({             autoOpen: false,             modal: true         });         $("#pick-node")             .button()             .click(function () {                 $("#dialog-form").dialog("open");                 return false;             });     }); </script> Here is the mark-up of our form’s main content area. <div id="dialog-form" title="Select node">     <asp:TreeView ID="TreeView1" runat="server" ShowLines="True"          ClientIDMode="Static" HoverNodeStyle-CssClass="SelectedNode">         <Nodes>             <asp:TreeNode Text="Root" Value="Root">                 <asp:TreeNode Text="Child1" Value="Child1">                     <asp:TreeNode Text="Child1.1" Value="Child1.1" />                     <asp:TreeNode Text="Child1.2" Value="Child1.2" />                 </asp:TreeNode>                 <asp:TreeNode Text="Child2" Value="Child2">                     <asp:TreeNode Text="Child2.1" Value="Child2.1" />                     <asp:TreeNode Text="Child2.2" Value="Child2.2" />                 </asp:TreeNode>             </asp:TreeNode>         </Nodes>     </asp:TreeView>     &nbsp; </div> <button id="pick-node">Pick user</button> Notice that our mark-up is very compact for what we will achieve. If you are going to use it in some real-world application then this mark-up gets even shorter – I am sure that in most cases the data you display in TreeView comes from database or some domain specific data source. Hacking TreeView TreeView needs some little hacking to make it work as client-side component. Be warned that if you need more than I show you here you need to write a lot of JavaScript code. For more advanced scenarios I suggest you to use some jQuery based tree component. This example works for you if you need something done quickly. Number one problem is getting over the postbacks because in our scenario postbacks only screw up things. Also we need to find a way how to let our client-side code to know that something was selected from TreeView. We solve these to problems at same time: let’s move to JavaScript links. We have to make sure that when user clicks the node then information is sent to some JavaScript function. Also we have to make sure that this function returns something that is not processed by browser. My function is here. <script type="text/javascript">     function         $("#dialog-form").dialog("close");         alert("You selected: " + value + " - " + text);         return undefined;     } </script> Notice that this function returns undefined. You get the better idea why I did so if you look at server-side code that corrects NavigateUrl properties of TreeView nodes. protected override void OnPreRender(EventArgs e) {     base.OnPreRender(e);                 if (IsPostBack)         return;     SetSelectNodeUrls(TreeView1.Nodes); } private void SetSelectNodeUrls(TreeNodeCollection nodes) {     foreach (TreeNode node in nodes)     {         node.NavigateUrl = "javascript:selectNode('" + node.Value +                             "','" + node.Text + "');";         SetSelectNodeUrls(node.ChildNodes);     }        } Now we have TreeView that renders nodes the way that postback doesn’t happen anymore. Instead of postback our callback function is used and provided with selected values. In this function we are free to use node text and value as we like. Result I applied some more bells and whistles and sample data to source code to make my sample more informative. So, here is my final dialog box. Seems very basic but it is not hard to make it look more professional using style sheets. Conclusion jQuery components and ASP.NET controls have both their strong sides and weaknesses. In this posting I showed you how you can quickly produce good results when combining jQuery  and ASP.NET controls without pushing to the limits. We used simple hack to get over the postback issue of TreeView control and we made it work as client-side component that is initialized in server. You can find many other good combinations that make your UI more user-friendly and easier to use.

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • My first animation - Using SDL.NET C#

    - by Mark
    Hi all! I'm trying to animate a player object in my 2D grid when the user clicks somewhere in the screen. I got the following 4 variables: oX (Current player position X) oY (Current player position Y) dX (Destination X) dY (Destination Y) How can I make sure the player moves in a straight line to the new XY coordinates. The way I'm doing it now is really awfull and causes the player to first move along x axis, and finally in y axis. Can someone give me some guidance with the involved math cause I'm really not sure on how to accomplish this. Thank you for your time. Kind regards, Mark Update: It's working now but whats the right way to check if the current positions are equal to the target position? private static void MovePlayer(double x2, double y2, int duration) { double hX = x2 - m_PlayerPosition.X; double hY = y2 - m_PlayerPosition.Y; double Length = Math.Sqrt(Math.Pow(hX, 2) + Math.Pow(hY, 2)); hX = hX / Length; hY = hY / Length; while (m_PlayerPosition.X != Convert.ToInt32(x2) || m_PlayerPosition.Y != Convert.ToInt32(y2)) { m_PlayerPosition.X += Convert.ToInt32(hX * 1); m_PlayerPosition.Y += Convert.ToInt32(hY * 1); UpdatePlayerLocation(); } }

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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