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  • MVC Razor Engine For Beginners Part 1

    - by Humprey Cogay, C|EH, E|CSA
    I. What is MVC? a. http://www.asp.net/mvc/tutorials/older-versions/overview/asp-net-mvc-overview II. Software Requirements for this tutorial a. Visual Studio 2010/2012. You can get your free copy here Microsoft Visual Studio 2012 b. MVC Framework Option 1 - Install using a standalone installer http://www.microsoft.com/en-us/download/details.aspx?id=30683 Option 2 - Install using Web Platform Installer http://www.microsoft.com/web/handlers/webpi.ashx?command=getinstallerredirect&appid=MVC4VS2010_Loc III. Creating your first MVC4 Application a. On the Visual Studio click file new solution link b. Click Other Project Type>Visual Studio Solutions and on the templates window select blank solution and let us name our solution MVCPrimer. c. Now Click File>New and select Project d. Select Visual C#>Web> and select ASP.NET MVC 4 Web Application and Enter MyWebSite as Name e. Select Empty, Razor as view engine and uncheck Create a Unit test project f. You can now view a basic MVC 4 Application Structure on your solution explorer g. Now we will add our first controller by right clicking on the controllers folder on your solution explorer and select Add>Controller h. Change the name of the controller to HomeController and under the scaffolding options select Empty MVC Controller. i. You will now see a basic controller with an Index method that returns an ActionResult j. We will now add a new View Folder for our Home Controller. Right click on the views folder on your solution explorer and select Add> New Folder> and name this folder Home k. Add a new View by right clicking on Views>Home Folder and select Add View. l. Name the view Index, and select Razor(CSHTML) as View Engine, All checkbox should be unchecked for now and click add. m. Relationship between our HomeController and Home Views Sub Folder n. Add new HTML Contents to our newly created Index View o. Press F5 to run our MVC Application p. We will create our new model, Right click on the models folder of our solution explorer and select Add> Class. q. Let us name our class Customer r. Edit the Customer class with the following code s. Open the HomeController by double clickin HomeController of our Controllers folder and edit the HomeControllerusing System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc;   namespace MyWebSite.Controllers {     public class HomeController : Controller     {         //         // GET: /Home/           public ActionResult Index()         {             return View();         }           public ActionResult ListCustomers()         {             List<Models.Customer> customers = new List<Models.Customer>();               //Add First Customer to Our Collection             customers.Add(new Models.Customer()                     {                         Id = 1,                         CompanyName = "Volvo",                         ContactNo = "123-0123-0001",                         ContactPerson = "Gustav Larson",                         Description = "Volvo Car Corporation, or Volvo Personvagnar AB, is a Scandinavian automobile manufacturer founded in 1927"                     });                 //Add Second Customer to Our Collection             customers.Add(new Models.Customer()                     {                         Id = 2,                         CompanyName = "BMW",                         ContactNo = "999-9876-9898",                         ContactPerson = "Franz Josef Popp",                         Description = "Bayerische Motoren Werke AG,  (BMW; English: Bavarian Motor Works) is a " +                                       "German automobile, motorcycle and engine manufacturing company founded in 1917. "                     });                 //Add Third Customer to Our Collection             customers.Add(new Models.Customer()             {                 Id = 3,                 CompanyName = "Audi",                 ContactNo = "983-2222-1212",                 ContactPerson = "Karl Benz",                 Description = " is a multinational division of the German manufacturer Daimler AG,"             });               return View(customers);         }     } } t. Let us now create a view for this Class, But before continuing Press Ctrl + Shift + B to rebuild the solution, this will make the previously created model on the Model class drop down of the Add View Menu. Right click on the views>Home folder and select Add>View u. Let us name our View as ListCustomers, Select Razor(CSHTML) as View Engine, Put a check mark on Create a strongly-typed view, and select Customer (MyWebSite.Models) as model class. Slect List on the Scaffold Template and Click OK. v. Run the MVC Application by pressing F5, and on the address bar insert Home/ListCustomers, We should now see a web page similar below.   x. You can edit ListCustomers.CSHTML to remove and add HTML codes @model IEnumerable<MyWebSite.Models.Customer>   @{     Layout = null; }   <!DOCTYPE html>   <html> <head>     <meta name="viewport" content="width=device-width" />     <title>ListCustomers</title> </head> <body>     <h2>List of Customers</h2>     <table border="1">         <tr>             <th>                 @Html.DisplayNameFor(model => model.CompanyName)             </th>             <th>                 @Html.DisplayNameFor(model => model.Description)             </th>             <th>                 @Html.DisplayNameFor(model => model.ContactPerson)             </th>             <th>                 @Html.DisplayNameFor(model => model.ContactNo)             </th>         </tr>         @foreach (var item in Model) {         <tr>             <td>                 @Html.DisplayFor(modelItem => item.CompanyName)             </td>             <td>                 @Html.DisplayFor(modelItem => item.Description)             </td>             <td>                 @Html.DisplayFor(modelItem => item.ContactPerson)             </td>             <td>                 @Html.DisplayFor(modelItem => item.ContactNo)             </td>                   </tr>     }         </table> </body> </html> y. Press F5 to run the MVC Application   z. You will notice some @HTML.DisplayFor codes. These are called HTML Helpers you can read more about HTML Helpers on this site http://www.w3schools.com/aspnet/mvc_htmlhelpers.asp   That’s all. You now have your first MVC4 Razor Engine Web Application . . .

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Possible to access gdata api when using Java App Engine?

    - by PCBEEF
    I have a dilemma where I want to create an application that manipulates google contacts information. The problem comes down to the fact that Python only supports version 1.0 of the api whilst Java supports 3.0. I also want it to be web-based so I'm having a look at google app engine, but it seems that only the python version of app engine supports the import of gdata apis whilst java does not. So its either web based and version 1.0 of the api or non-web based and version 3.0 of the api. I actually need version 3.0 to get access to the extra fields provided by google contacts. So my question is, is there a way to get access to the gdata api under Google App Engine using Java? If not is there an ETA on when version 3.0 of the gdata api will be released for python? Cheers.

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  • What can I use the Google App Engine for?

    - by Sergio Boombastic
    This question possibly doesn't belong here. We'll see how the answers pan out, if this doesn't belong here please move it to where it belongs. I'm following the getting started guide for Google App Engine, and I'm seeing what it can and can't do. Basically, I'm seeing it's very similar to an MVC pattern. You create your model, then create a View that uses that Model to display information. Not only that, but it uses a controller of some kind in this fashion: application = webapp.WSGIApplication( [('/', MainPage)], debug=True) My question is, why would you use this Google App Engine if it's the same as using a number of other MVC frameworks? Is the only benefit you gain the load balancing being handled by Google automagically? What is a good example of something you would need the App Engine for? I'm trying to learn, so thanks for the discussion.

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  • Best option for Google App Engine Datastore and external database?

    - by Alex
    I need to get an App Engine app talking to and sharing data with an external database, The best option i can come up with is outputting the external database data to an xml file and then processing this in my app engine app and storing it inside the datastore, although the data being shared is sensitive data such as login details so outputting this to an xml file is not exactly a great idea, is it possible for the app engine app to directly query the database? or is there a secure option for using xml files? oh and im using python/django and the external database will be hosted on another domain

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  • 2d & 3d CAD software on the MAC [closed]

    - by Mark Smith
    Hey I was wondering what 2d & 3d CAD softwares people use on the mac? There are a couple of other questions like this on the site but they're over a year old and knowing how fast paced the software game is I thought i'd repost! I use MacDraft for my 2d drafting and the same companies Interiors Pro for my 3d work, have done for a while. I used Rhino 4.0 at uni but being a student I had to find software that wasn't thousands of £$£$!! thus stumbling onto the Microspot products. Anybody using the software or found any other bargains out there?

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  • Hacked website, code is encrypted in hex, unable to identify

    - by dhakad
    my web site hacked and i am getting code in index page, but i am unable to find that where is the code in my web site... %3c%68%74%6d%6c%3e%3c%68%65%61%64%3e%0d%0a%3c%6d%65%74%61%20%63%6f%6e%74%65%6e%74%3d%22%74%65%78%74%2f%68%74%6d%6c%3b%20%63%68%61%72%73%65%74%3d%75%74%66%2d%38%22%3e%0d%0a%3c%74%69%74%6c%65%3e%2e%2f%20%72%45%64%20%58%20%7c%20%33%78%70%31%72%33%20%43%79%62%65%72%20%41%72%6d%79%3c%2f%74%69%74%6c%65%3e%0d%0a%3c%6d%65%74%61%20%6e%61%6d%65%3d%22%61%75%74%68%6f%72%22%20%63%6f%6e%74%65%6e%74%3d%22%72%45%64%20%58%22%20%2f%3e%0d%0a%3c%6d%65%74%61%20%6e%61%6d%65%3d%22%6b%65%79%77%6f%72%64%73%22%20%63%6f%6e%74%65%6e%74%3d%22%72%45%64%20%58%2c%33%78%70%31%72%33%20%43%79%62%65%72%20%41%72%6d%79%2c%5a%6f%6e%65%2d%48%2c%42%61%6e%67%6c%61%64%65%73%68%69%20%48%61%63%6b%65%72%22%20%2f%3e%0d%0a%3c%6d%65%74%61%20%6e%61%6d%65%3d%22%64%65%73%63%72%69%70%74%69%6f%6e%22%20%63%6f%6e%74%65%6e%74%3d%22%5b%20%72%45%64%20%58%20%2e%2e%20%54%68%65%20%52%65%61%6c%20%4f%75%74%72%61%67%65%6f%75%73%20%5d%22%20%2f%3e%0d%0a%3c%6c%69%6e%6b%20%72%65%6c%3d%22%53%48%4f%52%54%43%55%54%20%49%43%4f%4e%22%20%68%72%65%66%3d%22%68%74%74%70%3a%2f%2f%75%73%2e%79%69%6d%67%2e%63%6f%6d%2f%69%2f%6d%65%73%67%2f%65%6d%6f%74%69%63%6f%6e%73%37%2f%36%31%2e%67%69%66%22%3e%0d%0a%3c%73%74%79%6c%65%20%74%79%70%65%3d%22%74%65%78%74%2f%63%73%73%22%3e%0d%0a%62%6f%64%79%20%7b%62%61%63%6b%67%72%6f%75%6e%64%2d%69%6d%61%67%65%3a%20%75%72%6c%28%68%74%74%70%3a%2f%2f%6d%65%64%69%61%2e%73%6f%6d%65%77%68%65%72%65%69%6e%62%6c%6f%67%2e%6e%65%74%2f%69%6d%61%67%65%73%2f%6f%6e%64%68%6f%6b%61%72%65%72%5f%72%61%6a%70%75%74%72%61%5f%31%33%33%38%32%35%30%34%33%31%5f%31%2d%62%67%2e%67%69%66%29%3b%0d%0a%62%61%63%6b%67%72%6f%75%6e%64%2d%63%6f%6c%6f%72%3a%20%62%6c%61%63%6b%3b%63%6f%6c%6f%72%3a%20%23%46%46%41%35%30%30%3b%66%6f%6e%74%2d%77%65%69%67%68%74%3a%20%62%6f%6c%64%3b%74%65%78%74%2d%61%6c%69%67%6e%3a%20%63%65%6e%74%65%72%3b%7d%0d%0a%69%6d%67%7b%6f%70%61%63%69%74%79%3a%30%2e%37%35%3b%20%66%69%6c%74%65%72%3a%61%6c%70%68%61%28%6f%70%61%63%69%74%79%3d%37%35%29%3b%7d%0d%0a%2e%72%65%64%78%20%7b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%30%20%36%70%78%20%72%65%64%2c%20%30%20%30%20%35%70%78%20%72%65%64%2c%20%30%20%30%20%35%70%78%20%72%65%64%3b%63%6f%6c%6f%72%3a%20%23%46%46%46%7d%0d%0a%3c%2f%73%74%79%6c%65%3e%0d%0a%3c%2f%68%65%61%64%3e%0d%0a%3c%62%6f%64%79%20%6f%6e%63%6f%6e%74%65%78%74%6d%65%6e%75%3d%22%72%65%74%75%72%6e%20%66%61%6c%73%65%22%20%6f%6e%6b%65%79%64%6f%77%6e%3d%22%72%65%74%75%72%6e%20%66%61%6c%73%65%22%20%6f%6e%6d%6f%75%73%65%64%6f%77%6e%3d%22%72%65%74%75%72%6e%20%66%61%6c%73%65%22%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%50%61%6c%61%74%69%6e%6f%20%4c%69%6e%6f%74%79%70%65%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%34%36%70%78%3b%22%20%63%6c%61%73%73%3d%22%72%65%64%78%22%3e%2e%3a%3a%20%72%45%64%20%58%20%57%61%73%20%48%65%72%65%20%3a%3a%2e%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%69%6d%67%20%73%72%63%3d%22%68%74%74%70%3a%2f%2f%6d%65%64%69%61%2e%73%6f%6d%65%77%68%65%72%65%69%6e%62%6c%6f%67%2e%6e%65%74%2f%69%6d%61%67%65%73%2f%6f%6e%64%68%6f%6b%61%72%65%72%5f%72%61%6a%70%75%74%72%61%5f%31%33%35%33%35%35%32%36%35%31%5f%31%2d%72%65%64%2d%78%2e%6a%70%67%22%3e%3c%62%72%2f%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%42%6f%6f%6b%6d%61%6e%20%4f%6c%64%20%53%74%79%6c%65%3b%63%6f%6c%6f%72%3a%20%23%30%30%30%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%6d%61%72%67%69%6e%3a%30%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%31%70%78%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%2d%31%70%78%20%30%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%30%20%2d%31%70%78%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%31%70%78%20%30%20%33%70%78%20%23%30%30%46%46%30%30%3b%22%3e%50%72%6f%75%64%20%54%6f%20%62%65%20%61%20%42%61%6e%67%6c%61%64%65%73%68%69%20%48%61%63%6b%65%72%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%42%65%72%6c%69%6e%20%53%61%6e%73%20%46%42%3b%63%6f%6c%6f%72%3a%20%23%31%35%31%42%35%34%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%30%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%30%20%30%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%30%20%30%20%33%70%78%20%23%66%66%66%2c%20%30%20%30%20%35%70%78%20%23%46%30%30%2c%20%30%20%30%20%35%70%78%20%23%66%66%32%64%39%35%3b%22%3e%44%65%61%72%20%41%44%4d%49%4e%3c%62%72%2f%3e%21%20%53%65%63%75%72%65%20%79%6f%75%72%20%53%49%54%45%20%21%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%73%69%7a%65%3a%20%31%38%70%78%3b%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%43%65%6e%74%75%72%79%20%47%6f%74%68%69%63%3b%63%6f%6c%6f%72%3a%20%23%30%30%30%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%30%20%33%70%78%20%6c%69%6d%65%2c%20%30%20%30%20%33%70%78%20%6c%69%6d%65%2c%20%30%20%30%20%35%70%78%20%23%66%66%32%64%39%35%2c%20%30%20%30%20%35%70%78%20%23%66%66%32%64%39%35%3b%22%3e%72%65%64%2d%78%40%68%61%63%6b%65%72%6d%61%69%6c%2e%63%6f%6d%3c%2f%64%69%76%3e%0d%0a%3c%62%72%2f%3e%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%22%3e%2e%2e%3a%3a%7c%20%47%72%65%65%74%7a%20%7c%3a%3a%2e%2e%3c%2f%64%69%76%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%42%6f%6f%6b%20%41%6e%74%69%71%75%61%3b%63%6f%6c%6f%72%3a%20%67%72%65%79%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%72%65%64%20%31%70%78%20%2d%30%70%78%20%36%70%78%22%3e%2e%3a%3a%20%78%33%6f%2d%31%33%33%37%20%7c%20%47%61%62%62%79%20%7c%20%24%70%21%72%21%74%7e%24%33%33%6b%33%72%20%7c%20%46%72%45%61%4b%79%20%3a%3a%2e%3c%62%72%2f%3e%41%6c%6c%20%4d%65%6d%62%65%72%73%20%6f%66%20%33%78%70%31%72%33%20%43%79%62%65%72%20%41%72%6d%79%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%65%6d%62%65%64%20%73%72%63%3d%22%68%74%74%70%3a%2f%2f%79%6f%75%74%75%62%65%2e%67%6f%6f%67%6c%65%61%70%69%73%2e%63%6f%6d%2f%76%2f%70%74%5a%31%77%6f%33%4a%73%50%63%26%61%75%74%6f%70%6c%61%79%3d%31%26%6c%6f%6f%70%3d%31%22%20%74%79%70%65%3d%22%61%70%70%6c%69%63%61%74%69%6f%6e%2f%78%2d%73%68%6f%63%6b%77%61%76%65%2d%66%6c%61%73%68%22%20%77%6d%6f%64%65%3d%22%74%72%61%6e%73%70%61%72%65%6e%74%22%20%77%69%64%74%68%3d%22%31%22%20%68%65%69%67%68%74%3d%22%31%22%3e%3c%2f%62%6f%64%79%3e%3c%2f%68%74%6d%6c%3e'

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • Going For Gold: AngloGold Ashanti and Oracle Spatial 11g

    - by stephen.garth
    Save The Date: May 6 at 11:00am Pacific time Attend this free Directions Media live webinar to find out how AngloGold Ashanti is using Oracle Database 11g with a unique geospatial infrastructure based on Oracle Spatial 11g to support worldwide gold exploration and mining operations. Terence Harbort, Exploration Systems Architect at AngloGold Ashanti, will discuss how the company is addressing challenges including management of large volumes of highly varied mapping and image data, 3D visualization, and geospatial analysis. Viewers can paricipate in a live Q&A session at the end of the webinar. Date: May 6, 2010 Time: 11:00am PDT Register here

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • Going For Gold: AngloGold Ashanti and Oracle Spatial 11g

    - by stephen.garth
    Last chance - Register Now for Free Webinar Date and Time: Thursday May 6 at 11:00am PDT (2:00pm EDT) Check out this 1-hour Directions Media webinar to learn how the world's 3rd largest gold miner has implemented a unique geospatial data infrastructure based on Oracle Spatial 11g to streamline their business processes for gold exploration. Terry Harbort, Exploration Systems Architect with AngloGold Ashanti, will provide insights into the company's use of Oracle Spatial 11g GeoRaster, 3D visualization techniques, Real Application Clusters, and more. The presentation is followed by a live Q&A session. Register Here

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  • Converting from different handedness coordinate systems

    - by SirYakalot
    I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting between the two? I understand not everything needs to be changed. Also I notice that many of the 3D maths functions in some of the direct3D libraries have right handed and left handed alternatives. Would it be better to just use these?

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  • How do you calculate UVW coordinates?

    - by Jenko
    I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is: T = perspective / Z But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon() function? Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?

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  • SharpDX/D3D: How to implement and draw fonts/text

    - by Dmitrij A
    I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to simple draw variable text to output with Direct3D? (it is not as SharpDX question as common Direct3D question, how to start with game GUIs? And what should i do to program simple GUI's like menu for a game (generally i understand that it's shaders).

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • Ubuntu 12.04 despite the left panel POLI tray present, myunity says that unity turns in 2d

    - by Stef
    How do I enable unity 3d? I state that I have used the correct login to ubuntu to ubuntu and not 2d below the glxinfo stefano@WorkLinux:~$ glxinfo | grep render nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 55 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 56 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 59 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 58 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 direct rendering: Yes OpenGL renderer string: Gallium 0.4 on NV34

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • The need to reduce mesh count

    - by OJW
    In Panda3d, I load a model and place 10000 references to it in the scene-graph. It runs at (say) 2Hz. I load a 3d model containing 10000 copies of that exact same object, and it runs at (say) 60Hz. As does using the flattenStrong() command which is effectively the same thing but at runtime. So the question is: is this behaviour a peculiarity of Panda3d, or is it a fundamental law which applies to all games engines?

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  • How to parse japanese char (utf8?) from imap_fetchbody?

    - by timh
    I am pulling down an email which has english, chinese and japanese in the email. I was using PHP/EZComponents to do this, but a certain japanese char was just not coming through so I am switching to php imap_* funcs to see if they will work. This is what I have below, and the output I am getting. I need to decode this somehow... I know this has been well (read:overly/chaotically) documented all over the web, but I dont have time to earn a PHD in this right now. Any help is greatly appreciated. $hn='{imap.gmail.com:993/imap/ssl}INBOX'; $inbox = imap_open($hn,$username,$password,CL_EXPUNGE); foreach($emails as $email_number) { $ov = imap_fetch_overview($inbox,$email_number,0); $msg = imap_fetchbody($inbox,$email_number,2); var_dump($msg); // doesnt work... .. but right idea? // var_dump( utf8_decode($msg) ); } PARTIAL OUTPUT: <font face=3D"Arial"><span lang=3D"EN-US" style=3D"font-size:10.5pt"><br></= span></font><font color=3D"navy" face=3D"MS Gothic"><span lang=3D"JA" style= =3D"font-size:10.5pt">=CC=EC=9A=DD=A4=AC=A4=A4=A4=A4=A4=AB=A4=E9=A1=A2</spa= n></font></p><p style=3D"margin-right:0pt;margin-bottom:12pt;margin-left:0p= t"> <font color=3D"navy" face=3D"MS Gothic"><span lang=3D"JA" style=3D"font-siz= e:10.5pt"><br></span></font></p><p style=3D"margin-right:0pt;margin-bottom:= 12pt;margin-left:0pt"><font color=3D"navy" face=3D"MS Gothic"><span lang=3D= "JA" style=3D"font-size:10.5pt">xxend</span></font></p>

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  • Google I/O 2011: Large-scale Data Analysis Using the App Engine Pipeline API

    Google I/O 2011: Large-scale Data Analysis Using the App Engine Pipeline API Brett Slatkin The Pipeline API makes it easy to analyze complex data using App Engine. This talk will cover how to build multi-phase Map Reduce workflows; how to merge multiple large data sources with "join" operations; and how to build reusable analysis components. It will also cover the API's concurrency model, how to debug in production, and built-in testing facilities. From: GoogleDevelopers Views: 3320 17 ratings Time: 51:39 More in Science & Technology

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