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  • Tinkerforge Rotation/LCD & JavaFX Plans

    - by Geertjan
    The first time I integrated two Tinkerforge bricklets, the day before yesterday, was pretty cool: import com.tinkerforge.BrickMaster; import com.tinkerforge.BrickletLCD20x4; import com.tinkerforge.BrickletRotaryPoti; import com.tinkerforge.IPConnection; import java.util.Calendar; public class TFConnectionDemo { private static final String HOST = "localhost"; private static final int PORT = 4223; private static final String MASTERBRICKUID = "somethingabc"; private static final String LCDUID = "somethingabc"; private static final String ROTIUID = "somethingabc"; private static IPConnection ipc; private static BrickMaster master = new BrickMaster(MASTERBRICKUID); private static BrickletLCD20x4 lcd = new BrickletLCD20x4(LCDUID); private static BrickletRotaryPoti poti = new BrickletRotaryPoti(ROTIUID); public static void main(String[] args) { try { ipc = new IPConnection(HOST, PORT); ipc.addDevice(master); ipc.addDevice(lcd); ipc.addDevice(poti); poti.setPositionCallbackPeriod(50); poti.addListener(new BrickletRotaryPoti.PositionListener() { @Override public void position(short position) { lcd.clearDisplay(); Calendar cal = Calendar.getInstance(); lcd.writeLine((short) 0, (short) 0, cal.getTime().toString()); lcd.writeLine((short) 1, (short) 0, "Rotation: " + position); } }); } catch (Exception e) { } } } The result is that the display text in the LCD bricklet changes while I turn the rotation bricklet: Now imagine that you have some JavaFX charts and, while you turn the rotation bricklet (i.e., the dial thing that I'm turning above), the values of the charts change. That would be pretty cool because you'd be able to animate the JavaFX charts by rotating an object externally, i.e., without even touching the keyboard. That would be pretty cool to see and shouldn't be hard to implement.

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  • SQL SERVER – Weekly Series – Memory Lane – #037

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 Convert Text to Numbers (Integer) – CAST and CONVERT If table column is VARCHAR and has all the numeric values in it, it can be retrieved as Integer using CAST or CONVERT function. List All Stored Procedure Modified in Last N Days If SQL Server suddenly start behaving in un-expectable behavior and if stored procedure were changed recently, following script can be used to check recently modified stored procedure. If a stored procedure was created but never modified afterwards modified date and create a date for that stored procedure are same. Count Duplicate Records – Rows Validate Field For DATE datatype using function ISDATE() We always checked DATETIME field for incorrect data type. One of the user input date as 30/2/2007. The date was sucessfully inserted in the temp table but while inserting from temp table to final table it crashed with error. We had now task to validate incorrect date value before we insert in final table. Jr. Developer asked me how can he do that? We check for incorrect data type (varchar, int, NULL) but this is incorrect date value. Regular expression works fine with them because of mm/dd/yyyy format. 2008 Find Space Used For Any Particular Table It is very simple to find out the space used by any table in the database. Two Convenient Features Inline Assignment – Inline Operations Here is the script which does both – Inline Assignment and Inline Operation DECLARE @idx INT = 0 SET @idx+=1 SELECT @idx Introduction to SPARSE Columns SPARSE column are better at managing NULL and ZERO values in SQL Server. It does not take any space in database at all. If column is created with SPARSE clause with it and it contains ZERO or NULL it will be take lesser space then regular column (without SPARSE clause). SP_CONFIGURE – Displays or Changes Global Configuration Settings If advanced settings are not enabled at configuration level SQL Server will not let user change the advanced features on server. Authorized user can turn on or turn off advance settings. 2009 Standby Servers and Types of Standby Servers Standby Server is a type of server that can be brought online in a situation when Primary Server goes offline and application needs continuous (high) availability of the server. There is always a need to set up a mechanism where data and objects from primary server are moved to secondary (standby) server. BLOB – Pointer to Image, Image in Database, FILESTREAM Storage When it comes to storing images in database there are two common methods. I had previously blogged about the same subject on my visit to Toronto. With SQL Server 2008, we have a new method of FILESTREAM storage. However, the answer on when to use FILESTREAM and when to use other methods is still vague in community. 2010 Upper Case Shortcut SQL Server Management Studio I select the word and hit CTRL+SHIFT+U and it SSMS immediately changes the case of the selected word. Similar way if one want to convert cases to lower case, another short cut CTRL+SHIFT+L is also available. The Self Join – Inner Join and Outer Join Self Join has always been a noteworthy case. It is interesting to ask questions about self join in a room full of developers. I often ask – if there are three kinds of joins, i.e.- Inner Join, Outer Join and Cross Join; what type of join is Self Join? The usual answer is that it is an Inner Join. However, the reality is very different. Parallelism – Row per Processor – Row per Thread – Thread 0  If you look carefully in the Properties window or XML Plan, there is “Thread 0?. What does this “Thread 0” indicate? Well find out from the blog post. How do I Learn and How do I Teach The blog post has raised three very interesting questions. How do you learn? How do you teach? What are you learning or teaching? Let me try to answer the same. 2011 SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 7 of 31 What are Different Types of Locks? What are Pessimistic Lock and Optimistic Lock? When is the use of UPDATE_STATISTICS command? What is the Difference between a HAVING clause and a WHERE clause? What is Connection Pooling and why it is Used? What are the Properties and Different Types of Sub-Queries? What are the Authentication Modes in SQL Server? How can it be Changed? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 8 of 31 Which Command using Query Analyzer will give you the Version of SQL Server and Operating System? What is an SQL Server Agent? Can a Stored Procedure call itself or a Recursive Stored Procedure? How many levels of SP nesting is possible? What is Log Shipping? Name 3 ways to get an Accurate Count of the Number of Records in a Table? What does it mean to have QUOTED_IDENTIFIER ON? What are the Implications of having it OFF? What is the Difference between a Local and a Global Temporary Table? What is the STUFF Function and How Does it Differ from the REPLACE Function? What is PRIMARY KEY? What is UNIQUE KEY Constraint? What is FOREIGN KEY? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 9 of 31 What is CHECK Constraint? What is NOT NULL Constraint? What is the difference between UNION and UNION ALL? What is B-Tree? How to get @@ERROR and @@ROWCOUNT at the Same Time? What is a Scheduled Job or What is a Scheduled Task? What are the Advantages of Using Stored Procedures? What is a Table Called, if it has neither Cluster nor Non-cluster Index? What is it Used for? Can SQL Servers Linked to other Servers like Oracle? What is BCP? When is it Used? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 10 of 31 What Command do we Use to Rename a db, a Table and a Column? What are sp_configure Commands and SET Commands? How to Implement One-to-One, One-to-Many and Many-to-Many Relationships while Designing Tables? What is Difference between Commit and Rollback when Used in Transactions? What is an Execution Plan? When would you Use it? How would you View the Execution Plan? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 11 of 31 What is Difference between Table Aliases and Column Aliases? Do they Affect Performance? What is the difference between CHAR and VARCHAR Datatypes? What is the Difference between VARCHAR and VARCHAR(MAX) Datatypes? What is the Difference between VARCHAR and NVARCHAR datatypes? Which are the Important Points to Note when Multilanguage Data is Stored in a Table? How to Optimize Stored Procedure Optimization? What is SQL Injection? How to Protect Against SQL Injection Attack? How to Find Out the List Schema Name and Table Name for the Database? What is CHECKPOINT Process in the SQL Server? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 12 of 31 How does Using a Separate Hard Drive for Several Database Objects Improves Performance Right Away? How to Find the List of Fixed Hard Drive and Free Space on Server? Why can there be only one Clustered Index and not more than one? What is Difference between Line Feed (\n) and Carriage Return (\r)? Is It Possible to have Clustered Index on Separate Drive From Original Table Location? What is a Hint? How to Delete Duplicate Rows? Why the Trigger Fires Multiple Times in Single Login? 2012 CTRL+SHIFT+] Shortcut to Select Code Between Two Parenthesis Shortcut key is CTRL+SHIFT+]. This key can be very useful when dealing with multiple subqueries, CTE or query with multiple parentheses. When exercised this shortcut key it selects T-SQL code between two parentheses. Monday Morning Puzzle – Query Returns Results Sometimes but Not Always I am beginner with SQL Server. I have one query, it sometime returns a result and sometime it does not return me the result. Where should I start looking for a solution and what kind of information I should send to you so you can help me with solving. I have no clue, please guide me. Remove Debug Button in SSMS – SQL in Sixty Seconds #020 – Video Effect of Case Sensitive Collation on Resultset Collation is a very interesting concept but I quite often see it is heavily neglected. I have seen developer and DBA looking for a workaround to fix collation error rather than understanding if the side effect of the workaround. Switch Between Two Parenthesis using Shortcut CTRL+] Earlier this week I wrote a blog post about CTRL+SHIFT+] Shortcut to Select Code Between Two Parenthesis, I received quite a lot of positive feedback from readers. If you are a regular reader of the blog post, you must be aware that I appreciate the learning shared by readers. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • ASP.NET MVC 2 from Scratch &ndash; Part 1 Listing Data from Database

    - by Max
    Part 1 - Listing Data from Database: Let us now learn ASP.NET MVC 2 from Scratch by actually developing a front end website for the Chinook database, which is an alternative to the traditional Northwind database. You can get the Chinook database from here. As always the best way to learn something is by working on it and doing something. The Chinook database has the following schema, a quick look will help us implementing the application in a efficient way. Let us first implement a grid view table with the list of Employees with some details, this table also has the Details, Edit and Delete buttons on it to do some operations. This is series of post will concentrate on creating a simple CRUD front end for Chinook DB using ASP.NET MVC 2. In this post, we will look at listing all the possible Employees in the database in a tabular format, from which, we can then edit and delete them as required. In this post, we will concentrate on setting up our environment and then just designing a page to show a tabular information from the database. We need to first setup the SQL Server database, you can download the required version and then set it up in your localhost. Then we need to add the LINQ to SQL Classes required for us to enable interaction with our database. Now after you do the above step, just use your Server Explorer in VS 2010 to actually navigate to the database, expand the tables node and then drag drop all the tables onto the Object Relational Designer space and you go you will have the tables visualized as classes. As simple as that. Now for the purpose of displaying the data from Employee in a table, we will show only the EmployeeID, Firstname and lastname. So let us create a class to hold this information. So let us add a new class called EmployeeList to the ViewModels. We will send this data model to the View and this can be displayed in the page. public class EmployeeList { public int EmployeeID { get; set; } public string Firstname { get; set; } public string Lastname { get; set; } public EmployeeList(int empID, string fname, string lname) { this.EmployeeID = empID; this.Firstname = fname; this.Lastname = lname; } } Ok now we have got the backend ready. Let us now look at the front end view now. We will first create a master called Site.Master and reuse it across the site. The Site.Master content will be <%@ Master Language="C#" AutoEventWireup="true" CodeBehind="Site.Master.cs" Inherits="ChinookMvcSample.Views.Shared.Site" %>   <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title></title> <style type="text/css"> html { background-color: gray; } .content { width: 880px; position: relative; background-color: #ffffff; min-width: 880px; min-height: 800px; float: inherit; text-align: justify; } </style> <script src="../../Scripts/jquery-1.4.1.min.js" type="text/javascript"></script> <asp:ContentPlaceHolder ID="head" runat="server"> </asp:ContentPlaceHolder> </head> <body> <center> <h1> My Website</h1> <div class="content"> <asp:ContentPlaceHolder ID="body" runat="server"> </asp:ContentPlaceHolder> </div> </center> </body> </html> The backend Site.Master.cs does not contain anything. In the actual Index.aspx view, we add the code to simply iterate through the collection of EmployeeList that was sent to the View via the Controller. So in the top of the Index.aspx view, we have this inherits which says Inherits="System.Web.Mvc.ViewPage<IEnumerable<ChinookMvcSample.ViewModels.EmployeeList>>" In this above line, we dictate that the page is consuming a IEnumerable collection of EmployeeList. So once we specify this and compile the project. Then in our Index.aspx page, we can consume the EmployeeList object and access all its methods and properties. <table class="styled" cellpadding="3" border="0" cellspacing="0"> <tr> <th colspan="3"> </th> <th> First Name </th> <th> Last Name </th> </tr> <% foreach (var item in Model) { %> <tr> <td align="center"> <%: Html.ActionLink("Edit", "Edit", new { id = item.EmployeeID }, new { id = "links" })%> </td> <td align="center"> <%: Html.ActionLink("Details", "Details", new { id = item.EmployeeID }, new { id = "links" })%> </td> <td align="center"> <%: Html.ActionLink("Delete", "Delete", new { id = item.EmployeeID }, new { id = "links" })%> </td> <td> <%: item.Firstname %> </td> <td> <%: item.Lastname %> </td> </tr> <% } %> <tr> <td colspan="5"> <%: Html.ActionLink("Create New", "Create") %> </td> </tr> </table> The Html.ActionLink is a Html Helper to a create a hyperlink in the page, in the one we have used, the first parameter is the text that is to be used for the hyperlink, second one is the action name, third one is the parameter to be passed, last one is the attributes to be added while the hyperlink is rendered in the page. Here we are adding the id=”links” to the hyperlinks that is created in the page. In the index.aspx page, we add some jQuery stuff add alternate row colours and highlight colours for rows on mouse over. Now the Controller that handles the requests and directs the request to the right view. For the index view, the controller would be public ActionResult Index() { //var Employees = from e in data.Employees select new EmployeeList(e.EmployeeId,e.FirstName,e.LastName); //return View(Employees.ToList()); return View(_data.Employees.Select(p => new EmployeeList(p.EmployeeId, p.FirstName, p.LastName))); } Let us also write a unit test using NUnit for the above, just testing EmployeeController’s Index. DataClasses1DataContext _data; public EmployeeControllerTest() { _data = new DataClasses1DataContext("Data Source=(local);Initial Catalog=Chinook;Integrated Security=True"); }   [Test] public void TestEmployeeIndex() { var e = new EmployeeController(_data); var result = e.Index() as ViewResult; var employeeList = result.ViewData.Model; Assert.IsNotNull(employeeList, "Result is null."); } In the first EmployeeControllerTest constructor, we set the data context to be used while running the tests. And then in the actual test, We just ensure that the View results returned by Index is not null. Here is the zip of the entire solution files until this point. Let me know if you have any doubts or clarifications. Cheers! Have a nice day.

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  • How do I make time?

    - by SystemNetworks
    I wanted to output a text for a certain amount of time. One way is to use threads. Are there any other ways? I can't use threads for slick2d. This is my code when I use threads for slick: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import java.util.Random; import org.newdawn.slick.Input; import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; public class thread1 implements Runnable { String showUp; int timeLeft; public thread1(String s) { s = showUp; } public void run(Graphics g) { try { g.drawString("%s is sleeping %d", 500, 500); Thread.sleep(timeLeft); g.drawString("%s is awake", 600,600); } catch(Exception e) { } } @Override public void run() { // TODO Auto-generated method stub run(); } } It auto generates a new run() And also when I call it to my main class it has stack overflow!

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • Wireless not detected on an hp Pavilion g6

    - by Earl Larson
    I just bought an HP Pavilion g6 laptop and I installed Natty Narwhal alongside Windows 7. In Windows 7, my WiFi works perfect but in Ubuntu it absolutely (no matter what I do) won't detect my home WiFi network. Here is the output of "lspci": earl@ubuntu:~$ lspci 00:00.0 Host bridge: Advanced Micro Devices [AMD] RS880 Host Bridge 00:01.0 PCI bridge: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (int gfx) 00:04.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 0) 00:05.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 1) 00:06.0 PCI bridge: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) 00:11.0 SATA controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] 00:12.0 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:12.2 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:13.0 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:13.2 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:14.0 SMBus: ATI Technologies Inc SBx00 SMBus Controller (rev 42) 00:14.1 IDE interface: ATI Technologies Inc SB7x0/SB8x0/SB9x0 IDE Controller (rev 40) 00:14.2 Audio device: ATI Technologies Inc SBx00 Azalia (Intel HDA) (rev 40) 00:14.3 ISA bridge: ATI Technologies Inc SB7x0/SB8x0/SB9x0 LPC host controller (rev 40) 00:14.4 PCI bridge: ATI Technologies Inc SBx00 PCI to PCI Bridge (rev 40) 00:14.5 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB OHCI2 Controller 00:16.0 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB OHCI0 Controller 00:16.2 USB Controller: ATI Technologies Inc SB7x0/SB8x0/SB9x0 USB EHCI Controller 00:18.0 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor HyperTransport Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor Miscellaneous Control 00:18.4 Host bridge: Advanced Micro Devices [AMD] Family 10h Processor Link Control 01:05.0 VGA compatible controller: ATI Technologies Inc M880G [Mobility Radeon HD 4200] 01:05.1 Audio device: ATI Technologies Inc RS880 Audio Device [Radeon HD 4200] 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05) 03:00.0 Network controller: Ralink corp. Device 5390 04:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. Device 5209 (rev 01) earl@ubuntu:~$

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  • Sprite Animation using cocos2dx 2.0.2

    - by Lalit Chattar
    I am new in game development and learning coco2dx framework. I am trying to implement sprite animation using coco2dx. i tried many demo they all are same. But when i tried i got access violation error in my code. CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("AnimBear.plist"); CCSpriteBatchNode *spreetsheet = CCSpriteBatchNode::create("AnimBear.png"); this->addChild(spreetsheet); CCArray *bearArray = new CCArray(); for(int i = 1; i <= 8; i++) { char name[32] = {0}; sprintf(name, "bear%d.png",i); bearArray->addObject(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(name)); } CCAnimation *walkAnim = CCAnimation::animationWithSpriteFrames(bearArray, 0.1f); CCSize size = CCDirector::sharedDirector()->getWinSize(); CCSprite *bear = CCSprite::spriteWithSpriteFrameName("bear1.png"); bear->setPosition(ccp(size.width/2, size.height/2)); CCAction *walkAction = CCRepeatForever::actionWithAction(CCAnimate::actionWithAnimation(walkAnim)); bear->runAction(walkAction); spreetsheet->addChild(bear); error is coming in first line while we passing plist refrence. Plese help me. I a using Visual Basic 2010 and put both files in Resource folder (png and plist).

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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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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  • How to set User Tile image Windows Server 2012?

    - by moontear
    I found this nice article of how to add a user tile image via code: http://joco.name/2010/12/06/i-discovered-the-new-windows-user-tile-api/ This is also explained in depth here: http://msitpros.com/?p=1036 I have problems with doing this in Windows Server 2012. Whenever I run the code: using System; using System.Runtime.InteropServices; namespace FejesJoco { class Program { [DllImport("shell32.dll", EntryPoint = "#262", CharSet = CharSet.Unicode, PreserveSig = false)] public static extern void SetUserTile(string username, int whatever, string picpath); [STAThread] static void Main(string[] args) { SetUserTile(args[0], 0, args[1]); } } } I get an exception: Error HRESULT E_FAIL has been returned from a call to a COM component. Can anyone get this to work and add a user tile image via code?

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

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  • What is the best way to design a table with an arbitrary id?

    - by P.Brian.Mackey
    I have the need to create a table with a unique id as the PK. The ID is a surrogate key. Originally, I had a natural key, but requirement changes have undermined this idea. Then, I considered adding an auto incrementing identity. But, this presents problems. A. I can't specify my own ID. B. The ID's are difficult to reset. Both of these together make it difficult to copy over this table with new data or move the table across domains, e.g. Dev to QA. I need to refer to these ID's from the front end, JavaScript...so they must not change. So, the only way I am aware of to meet all these challenges is to make a GUID ID. This way, I can overwrite the ID's when I need to or I can generate a new one without concern for order (E.G. an int based id would require I know the last inserted ID). Is a GUID the best way to accomplish my goals? Considering that a GUID is a string and joining on a string is an expensive task, is there a better way?

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • C printf not working on ubuntu 13.10 terminal

    - by Blaze Tama
    First, im new in ubuntu so please bear with me. I need to create a C based program for a course in my university. I was using opensuse and its konsole when i was in the university's lab. So basically i need to install opensuse on my system or using a vmware. But i feel lazy to do that, so i tried to run it on my ubuntu instead of opensuse. However, no C code seems working on ubuntu's terminal. The compiling is success, but its not running, or at least the printf is not running. This is my code, a very very simple one : #include<stdio.h> #include<unistd.h> #include<stdlib.h> int main() { printf("test"); return 0; } When i compile it with gcc test.c -o test everything work fine and i get an executeable file. Then i try to run it by ./test, but the printf is not printed. No error or warning was shown. Am i missing something? Note : my gcc is the new one, it should has no problem. Thanks for your help :D

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  • Adventures in Windows 8: Placing items in a GridView with a ColumnSpan or RowSpan

    - by Laurent Bugnion
    Currently working on a Windows 8 app for an important client, I will be writing about small issues, tips and tricks, ideas and whatever occurs to me during the development and the integration of this app. When working with a GridView, it is quite common to use a VariableSizedWrapGrid as the ItemsPanel. This creates a nice flowing layout which will auto-adapt for various resolutions. This is ideal when you want to build views like the Windows 8 start menu. However immediately we notice that the Start menu allows to place items on one column (Smaller) or two columns (Larger). This switch happens through the AppBar. So how do we implement that in our app? Using ColumnSpan and RowSpan When you use a VariableSizedWrapGrid directly in your XAML, you can attach the VariableSizedWrapGrid.ColumnSpan and VariableSizedWrapGrid.RowSpan attached properties directly to an item to create the desired effect. For instance this code create this output (shown in Blend but it runs just the same): <VariableSizedWrapGrid ItemHeight="100" ItemWidth="100" Width="200" Orientation="Horizontal"> <Rectangle Fill="Purple" /> <Rectangle Fill="Orange" /> <Rectangle Fill="Yellow" VariableSizedWrapGrid.ColumnSpan="2" /> <Rectangle Fill="Red" VariableSizedWrapGrid.ColumnSpan="2" VariableSizedWrapGrid.RowSpan="2" /> <Rectangle Fill="Green" VariableSizedWrapGrid.RowSpan="2" /> <Rectangle Fill="Blue" /> <Rectangle Fill="LightGray" /> </VariableSizedWrapGrid> Using the VariableSizedWrapGrid as ItemsPanel When you use a GridView however, you typically bind the ItemsSource property to a collection, for example in a viewmodel. In that case, you want to be able to switch the ColumnSpan and RowSpan depending on properties on the item. I tried to find a way to bind the VariableSizedWrapGrid.ColumnSpan attached property on the GridView’s ItemContainerStyle template to an observable property on the item, but it didn’t work. Instead, I decided to use a StyleSelector to switch the GridViewItem’s style. Here’s how: First I added my two GridViews to my XAML as follows: <Page.Resources> <local:MainViewModel x:Key="Main" /> <DataTemplate x:Key="DataTemplate1"> <Grid Background="{Binding Brush}"> <TextBlock Text="{Binding BrushCode}" /> </Grid> </DataTemplate> </Page.Resources> <Page.DataContext> <Binding Source="{StaticResource Main}" /> </Page.DataContext> <Grid Background="{StaticResource ApplicationPageBackgroundThemeBrush}" Margin="20"> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <GridView ItemsSource="{Binding Items}" ItemTemplate="{StaticResource DataTemplate1}" VerticalAlignment="Top"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VariableSizedWrapGrid ItemHeight="150" ItemWidth="150" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> <GridView Grid.Column="1" ItemsSource="{Binding Items}" ItemTemplate="{StaticResource DataTemplate1}" VerticalAlignment="Top"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VariableSizedWrapGrid ItemHeight="100" ItemWidth="100" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> </Grid> The MainViewModel looks like this: public class MainViewModel { public IList<Item> Items { get; private set; } public MainViewModel() { Items = new List<Item> { new Item { Brush = new SolidColorBrush(Colors.Red) }, new Item { Brush = new SolidColorBrush(Colors.Blue) }, new Item { Brush = new SolidColorBrush(Colors.Green), }, // And more... }; } } As for the Item class, I am using an MVVM Light ObservableObject but you can use your own simple implementation of INotifyPropertyChanged of course: public class Item : ObservableObject { public const string ColSpanPropertyName = "ColSpan"; private int _colSpan = 1; public int ColSpan { get { return _colSpan; } set { Set(ColSpanPropertyName, ref _colSpan, value); } } public SolidColorBrush Brush { get; set; } public string BrushCode { get { return Brush.Color.ToString(); } } } Then I copied the GridViewItem’s style locally. To do this, I use Expression Blend’s functionality. It has the disadvantage to copy a large portion of XAML to your application, but the HUGE advantage to allow you to change the look and feel of your GridViewItem everywhere in the application. For example, you can change the selection chrome, the item’s alignments and many other properties. Actually everytime I use a ListBox, ListView or any other data control, I typically copy the item style to a resource dictionary in my application and I tweak it. Note that Blend for Windows 8 apps is automatically installed with every edition of Visual Studio 2012 (including Express) so you have no excuses anymore not to use Blend :) Open MainPage.xaml in Expression Blend by right clicking on the MainPage.xaml file in the Solution Explorer and selecting Open in Blend from the context menu. Note that the items do not look very nice! The reason is that the default ItemContainerStyle sets the content’s alignment to “Center” which I never quite understood. Seems to me that you rather want the content to be stretched, but anyway it is easy to change.   Right click on the GridView on the left and select Edit Additional Templates, Edit Generated Item Container (ItemContainerStyle), Edit a Copy. In the Create Style Resource dialog, enter the name “DefaultGridViewItemStyle”, select “Application” and press OK. Side note 1: You need to save in a global resource dictionary because later we will need to retrieve that Style from a global location. Side note 2": I would rather copy the style to an external resource dictionary that I link into the App.xaml file, but I want to keep things simple here. Blend switches in Template edit mode. The template you are editing now is inside the ItemContainerStyle and will govern the appearance of your items. This is where, for instance, the “checked” chrome is defined, and where you can alter it if you need to. Note that you can reuse this style for all your GridViews even if you use a different DataTemplate for your items. Makes sense? I probably need to think about writing another blog post dedicated to the ItemContainerStyle :) In the breadcrumb bar on top of the page, click on the style icon. The property we want to change now can be changed in the Style instead of the Template, which is a better idea. Blend is not in Style edit mode, as you can see in the Objects and Timeline pane. In the Properties pane, in the Search box, enter the word “content”. This will filter all the properties containing that partial string, including the two we are interested in: HorizontalContentAlignment and VerticalContentAlignment. Set these two values to “Stretch” instead of the default “Center”. Using the breadcrumb bar again, set the scope back to the Page (by clicking on the first crumb on the left). Notice how the items are now showing as squares in the first GridView. We will now use the same ItemContainerStyle for the second GridView. To do this, right click on the second GridView and select Edit Additional Templates, Edit Generate Item Container, Apply Resource, DefaultGridViewItemStyle. The page now looks nicer: And now for the ColumnSpan! So now, let’s change the ColumnSpan property. First, let’s define a new Style that inherits the ItemContainerStyle we created before. Make sure that you save everything in Blend by pressing Ctrl-Shift-S. Open App.xaml in Visual Studio. Below the newly created DefaultGridViewItemStyle resource, add the following style: <Style x:Key="WideGridViewItemStyle" TargetType="GridViewItem" BasedOn="{StaticResource DefaultGridViewItemStyle}"> <Setter Property="VariableSizedWrapGrid.ColumnSpan" Value="2" /> </Style> Add a new class to the project, and name it MainItemStyleSelector. Implement the class as follows: public class MainItemStyleSelector : StyleSelector { protected override Style SelectStyleCore(object item, DependencyObject container) { var i = (Item)item; if (i.ColSpan == 2) { return Application.Current.Resources["WideGridViewItemStyle"] as Style; } return Application.Current.Resources["DefaultGridViewItemStyle"] as Style; } } In MainPage.xaml, add a resource to the Page.Resources section: <local:MainItemStyleSelector x:Key="MainItemStyleSelector" /> In MainPage.xaml, replace the ItemContainerStyle property on the first GridView with the ItemContainerStyleSelector property, pointing to the StaticResource we just defined. <GridView ItemsSource="{Binding Items}" ItemTemplate="{StaticResource DataTemplate1}" VerticalAlignment="Top" ItemContainerStyleSelector="{StaticResource MainItemStyleSelector}"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VariableSizedWrapGrid ItemHeight="150" ItemWidth="150" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> Do the same for the second GridView as well. Finally, in the MainViewModel, change the ColumnSpan property on the 3rd Item to 2. new Item { Brush = new SolidColorBrush(Colors.Green), ColSpan = 2 }, Running the application now creates the following image, which is what we wanted. Notice how the green item is now a “wide tile”. You can also experiment by creating different Styles, all inheriting the DefaultGridViewItemStyle and using different values of RowSpan for instance. This will allow you to create any layout you want, while leaving the heavy lifting of “flowing the layout” to the GridView control. What about changing these values dynamically? Of course as we can see in the Start menu, it would be nice to be able to change the ColumnSpan and maybe even the RowSpan values at runtime. Unfortunately at this time I have not found a good way to do that. I am investigating however and will make sure to post a follow up when I find what I am looking for!   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • What&rsquo;s new in MVVM Light V3

    - by Laurent Bugnion
    V3 of the MVVM Light Toolkit was released during MIX10, after quite a long alpha stage. This post lists the new features in MVVM Light V3. Compatibility MVVM Light Toolkit V3 can be installed for the following tools and framework versions: Visual Studio 2008 SP1, Expression Blend 3 Windows Presentation Foundation 3.5 SP1 Silverlight 3 Visual Studio 2010 RC, Expression Blend 4 beta Windows Presentation Foundation 3.5 SP1 Windows Presentation Foundation 4 RC Silverlight 3 Silverlight 4 RC For more information about installing the MVVM Light Toolkit V3, please visit this page. For cleaning up existing installation, see this page. New in V3 RTM The following features have been added after V3 alpha3: Project template for the Windows Phone 7 series (Silverlight) This new template allows you to create a new MVVM Light application in Visual Studio 2010 RC and to run it in the Windows Phone 7 series emulator. This template uses the Silverlight 3 version of the MVVM Light Toolkit V3. At this time, only the essentials features of the GalaSoft.MvvmLight.dll assembly are supported on the phone. New in V3 alpha3 The following features have been added after V3 alpha2: New logo An awesome logo has been designed for MVVM Light by Philippe Schutz. DispatcherHelper class (in GalaSoft.MvvmLight.Extras.dll) This class is useful when you work on multi-threaded WPF or Silverlight applications. Initializing: The DispatcherHelper class must be initialized in the UI thread. For example, you can initialize the class in a Silverlight application’s Application_Startup event handler, or in the WPF application’s static App constructor (in App.xaml). // Initializing in Silverlight (in App.xaml) private void Application_Startup( object sender, StartupEventArgs e) { RootVisual = new MainPage(); DispatcherHelper.Initialize(); } // Initializing in WPF (in App.xaml) static App() { DispatcherHelper.Initialize(); } Verifying if a property exists The ViewModelBase.RaisePropertyChanged method now checks if a given property name exists on the ViewModel class, and throws an exception if that property cannot be found. This is useful to detect typos in a property name, for example during a refactoring. Note that the check is only done in DEBUG mode. Replacing IDisposable with ICleanup The IDisposable implementation in the ViewModelBase class has been marked obsolete. Instead, the ICleanup interface (and its Cleanup method) has been added. Implementing IDisposable in a ViewModel is still possible, but must be done explicitly. IDisposable in ViewModelBase was a bad practice, because it supposes that the ViewModel is garbage collected after Dispose is called. instead, the Cleanup method does not have such expectation. The ViewModelLocator class (created when an MVVM Light project template is used in Visual Studio or Expression Blend) exposes a static Cleanup method, which should in turn call each ViewModel’s Cleanup method. The ViewModel is free to override the Cleanup method if local cleanup must be performed. Passing EventArgs to command with EventToCommand The EventToCommand class is used to bind any event to an ICommand (typically on the ViewModel). In this case, it can be useful to pass the event’s EventArgs parameter to the command in the ViewModel. For example, for the MouseEnter event, you can pass the MouseEventArgs to a RelayCommand<MouseEventArgs> as shown in the next listings. Note: Bringing UI specific classes (such as EventArgs) into the ViewModel reduces the testability of the ViewModel, and thus should be used with care. Setting EventToCommand and PassEventArgsToCommand: <Grid x:Name="LayoutRoot"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseEnter"> <cmd:EventToCommand Command="{Binding MyCommand}" PassEventArgsToCommand="True" /> </i:EventTrigger> </i:Interaction.Triggers> </Grid> Getting the EventArgs in the command public RelayCommand<MouseEventArgs> MyCommand { get; private set; } public MainViewModel() { MyCommand = new RelayCommand<MouseEventArgs>(e => { // e is of type MouseEventArgs }); } Changes to templates Various changes have been made to project templates and item templates to make them more compatible with Silverlight 4 and to improve their visibility in Visual Studio and Expression Blend. Bug corrections When a message is sent through the Messenger class using the method Messenger.Default.Send<T>(T message, object token), and the token is a simple value (for example int), the message was not sent correctly. This bug is now corrected. New in V3 The following features have been added after V2. Sending messages with callback Certain classes have been added to the GalaSoft.MvvmLight.Messaging namespace, allowing sending a message and getting a callback from the recipient. These classes are: NotificationMessageWithCallback: Base class for messages with callback. NotificationMessageAction: A class with string notification, and a parameterless callback. NotificationMessageAction<T>: A class with string notification, and a callback with a parameter of type T. To send a message with callback, use the following code: var message = new NotificationMessageAction<bool>( "Hello world", callbackMessage => { // This is the callback code if (callbackMessage) { // ... } }); Messenger.Default.Send(message); To register and receive a message with callback, use the following code: Messenger.Default.Register<NotificationMessageAction<bool>>( this, message => { // Do something // Execute the callback message.Execute(true); }); Messenger.Default can be overriden The Messenger.Default property can also be replaced, for example for unit testing purposes, by using the Messenger.OverrideDefault method. All the public methods of the Messenger class have been made virtual, and can be overridden in the test messenger class. Sending messages to interfaces In V2, it was possible to deliver messages targeted to instances of a given class. in V3 it is still possible, but in addition you can deliver a message to instances that implement a certain interface. The message will not be delivered to other recipients. Use the overload Messenger.Default.Send<TMessage, TTarget>(TMessage message) where TTarget is, in fact, an interface (for example IDisposable). Of course the recipient must register to receive the type of message TMessage. Sending messages with a token Messages can now be sent through the Messenger with a token. To send a message with token, use the method overload Send<TMessage>(TMessage message, object token). To receive a message with token, use the methods Register<TMessage>(object recipient, object token, Action<TMessage> action) or Register<TMessage>(object recipient, object token, bool receiveDerivedMessagesToo, Action<TMessage> action) The token can be a simple value (int, string, etc…) or an instance of a class. The message is not delivered to recipients who registered with a different token, or with no token at all. Renaming CommandMessage to NotificationMessage To avoid confusion with ICommand and RelayCommand, the CommandMessage class has been renamed to NotificationMessage. This message class can be used to deliver a notification (of type string) to a recipient. ViewModelBase constructor with IMessenger The ViewModelBase class now accepts an IMessenger parameter. If this constructor is used instead of the default empty constructor, the IMessenger passed as parameter will be used to broadcast a PropertyChangedMessage when the method RaisePropertyChanged<T>(string propertyName, T oldValue, T newValue, bool broadcast) is used. In the default ViewModelBase constructor is used, the Messenger.Default instance will be used instead. EventToCommand behavior The EventToCommand behavior has been added in V3. It can be used to bind any event of any FrameworkElement to any ICommand (for example a RelayCommand located in the ViewModel). More information about the EventToCommand behavior can be found here and here. Updated the project templates to remove the sample application The project template has been updated to remove the sample application that was created every time that a new MVVM Light application was created in Visual Studio or Blend. This makes the creation of a new application easier, because you don’t need to remove code before you can start writing code. Bug corrections Some bugs that were in Version 2 have been corrected: In some occasions, an exception could be thrown when a recipient was registered for a message at the same time as a message was received. New names for DLLs If you upgrade an existing installation, you will need to change the reference to the DLLs in C:\Program Files\Laurent Bugnion (GalaSoft)\Mvvm Light Toolkit\Binaries. The assemblies have been moved, and the versions for Silverlight 4 and for WPF4 have been renamed, to avoid some confusion. It is now easier to make sure that you are using the correct DLL. WPF3.5SP1, Silverlight 3 When using the DLLs, make sure that you use the correct versions. WPF4, Silverlight 4 When using the DLLs, make sure that you use the correct versions.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Determinism in multiplayer simulation with Box2D, and single computer

    - by Jake
    I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and compile the executables. I type inputs (WASD for a simple car movement) into one of the 2 clients and I can get both clients to update the simulation. There are 2 cars in the simulation. As long as the cars do not collide, I get the same identical output on both client.exe. I can run the car(s) around for as long as I could they still update the same. However, if I start to collide the cars, very quickly they go out of sync. My tools: Windows 7, C++, MSVS 2010, Box2D, freeGlut. My Psuedocode: // client.exe void timer(int value) { tcpServer.send(my_inputs); foreach(i = player including myself) inputs[i] = tcpServer.receive(); foreach(i = player including myself) players[i].process(inputs[i]); myb2World.step(33, 8, 6); // Box2D world step simulation foreach(i = player including myself) renderer.render(player[i]); glutTimerFunc(33, timer, 0); } // server.exe void serviceloop { while(all clients alive) { foreach(c = clients) tcpClients[c].receive(&inputs[c]); // send input of each client to all clients foreach(source = clients) { foreach(dest = clients) { tcpClients[dest].send(inputs[source]); } } } } I have read all over the internet and SE the following claims (paraphrased): Box2D is deterministic as long as floating point architecture/implementation is the same. (For any deterministic engine) Determinism is gauranteed if playback of recorded inputs is on the same machine with exe compiled using same compiler and machine. Additionally my server.exe and client.exe gameloop is single thread with blocking socket calls and fixed time step. Question: Can anyone explain what I did wrong to get different Box2D output?

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  • Force Blank TextBox with ASP.Net MVC Html.TextBox

    - by Doug Lampe
    I recently ran into a problem with the following scenario: I have data with a parent/child data with a one-to-many relationship from the parent to the child. I want to be able to update parent and existing child data AND add a new child record all in a single post. I don't want to create a model just to store the new values. One of the things I LOVE about MVC is how flexible it is in dealing with posted data.  If you have data that isn't in your model, you can simply use the non-strongly-typed HTML helper extensions and pass the data into your actions as parameters or use the FormCollection.  I thought this would give me the solution I was looking for.  I simply used Html.TextBox("NewChildKey") and Html.TextBox("NewChildValue") and added parameters to my action to take the new values.  So here is what my action looked like: [HttpPost] public ActionResult EditParent(int? id, string newChildKey, string newChildValue, FormCollection forms) {     Model model = ModelDataHelper.GetModel(id ?? 0);     if (model != null)     {         if (TryUpdateModel(model))         {             if (ModelState.IsValid)             {                 model = ModelDataHelper.UpdateModel(model);             }             string[] keys = forms.GetValues("ChildKey");             string[] values = forms.GetValues("ChildValue");             ModelDataHelper.UpdateChildData(id ?? 0, keys, values);             ModelDataHelper.AddChildData(id ?? 0, newChildKey, newChildValue);             model = ModelDataHelper.GetModel(id ?? 0);         }        return View(report);     }    return new EmptyResult(); } The only problem with this is that MVC is TOO smart.  Even though I am not using a model to store the new child values, MVC still passes the values back to the text boxes via the model state.  The fix for this is simple but not necessarily obvious, simply remove the data from the model state before returning the view: ModelState.Remove("NewChildKey"); ModelState.Remove("NewChildValue"); Two lines of code to save a lot of headaches.

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  • Amazon SES domain verification TXT DNS record

    - by Skittles
    I currently am trying to get my domain verified on Amazon's SES and running int a problem that google searches are not helping me get any closer to solving. According to SES, I have to create a TXT record in my DNS for the domain I'm trying to verify. Amazon gives you the following (value changed for security purposes); TYPE: TXT NAME: _amazonses.somedomain.com VALUE: M2sXTycXkgZXXuMuWI8TczngaPIDDMToPefzGhZ3uYA= I have tried numerous entries in my registrar's DNS manager, but SES still fails to find what it's looking for. I am not a DNS guru, so, I have tried to construct the TXT record from very sparse examples, at best, to try to get this right. My present TXT record is this; "v=DKIM1 s=_domainkey d=_amazonses.somedomain.com p=M2sXTycXkgZXXuMuWI8TczngaPIDDMToPefzGhZ3uYA=" Am I doing something incorrect? Thanks

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  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • "Request not supported" in IPCONFIG (WinXP SP3)

    - by pablog
    In a customer PC (Windows XP SP3), suddenly the network went down: the network adapter appears with an error mark. I replaced the network card, but the new one does the same thing. When I enter IPCONFIG, XP shows this error (in standard and safe mode): Internal error occurred Request not supported Unable to query host name If I start the system with a boot cd the PC runs fine, so the problem seems to be in the XP installation. I tried: uninstalling and reinstalling the network card in the Device Manager disabling and reenabling the card netsh int ip reset netsh winsock reset catalog and a couple of "reset" programs (WinsockxpFix.exe, etc) with no luck. Is there any way to fix it without reinstalling XP? TIA, Pablo

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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