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  • Ubuntu 10.04 recognizing USB 2.0 external HD as USB 1.1

    - by btucker
    When I connect the USB 2.0 drive I see this: usb 1-4.3: new full speed USB device using ohci_hcd and address 5 so I know it's getting seen as USB 1.1. usb-devices shows that it really is USB 2.0 and connected to a USB 2.0 hub: T: Bus=01 Lev=01 Prnt=01 Port=03 Cnt=01 Dev#= 2 Spd=12 MxCh= 4 D: Ver= 2.00 Cls=09(hub ) Sub=00 Prot=00 MxPS=64 #Cfgs= 1 P: Vendor=05e3 ProdID=0608 Rev=77.61 S: Product=USB2.0 Hub C: #Ifs= 1 Cfg#= 1 Atr=e0 MxPwr=100mA I: If#= 0 Alt= 0 #EPs= 1 Cls=09(hub ) Sub=00 Prot=00 Driver=hub T: Bus=01 Lev=02 Prnt=02 Port=01 Cnt=01 Dev#= 4 Spd=12 MxCh= 0 D: Ver= 2.00 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=64 #Cfgs= 1 P: Vendor=13fd ProdID=1340 Rev=02.10 S: Manufacturer=Generic S: Product=External C: #Ifs= 1 Cfg#= 1 Atr=c0 MxPwr=2mA I: If#= 0 Alt= 0 #EPs= 2 Cls=08(stor.) Sub=06 Prot=50 Driver=usb-storage It seems the problem is that root hub is: T: Bus=01 Lev=00 Prnt=00 Port=00 Cnt=00 Dev#= 1 Spd=12 MxCh=10 D: Ver= 1.10 Cls=09(hub ) Sub=00 Prot=00 MxPS=64 #Cfgs= 1 P: Vendor=1d6b ProdID=0001 Rev=02.06 S: Manufacturer=Linux 2.6.32-25-server ohci_hcd S: Product=OHCI Host Controller S: SerialNumber=0000:00:02.0 C: #Ifs= 1 Cfg#= 1 Atr=e0 MxPwr=0mA I: If#= 0 Alt= 0 #EPs= 1 Cls=09(hub ) Sub=00 Prot=00 Driver=hub And there's no mention of ehci_hcd. lsusb -t gives me: /: Bus 01.Port 1: Dev 1, Class=root_hub, Driver=ohci_hcd/10p, 12M |__ Port 4: Dev 2, If 0, Class=hub, Driver=hub/4p, 12M |__ Port 2: Dev 4, If 0, Class=stor., Driver=usb-storage, 12M |__ Port 3: Dev 5, If 0, Class=stor., Driver=usb-storage, 12M |__ Port 6: Dev 3, If 0, Class=stor., Driver=usb-storage, 12M It seems like I'm missing something which would allow the OS to see USB 2.0 devices. Can anyone point me in the right direction? EDIT Full lsusb -v output: Bus 001 Device 005: ID 13fd:1340 Initio Corporation Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 2.00 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 64 idVendor 0x13fd Initio Corporation idProduct 0x1340 bcdDevice 2.10 iManufacturer 1 Generic iProduct 2 External iSerial 3 57442D574341595930323337 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 32 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xc0 Self Powered MaxPower 2mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 2 bInterfaceClass 8 Mass Storage bInterfaceSubClass 6 SCSI bInterfaceProtocol 80 Bulk (Zip) iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0040 1x 64 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x02 EP 2 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0040 1x 64 bytes bInterval 0 Device Qualifier (for other device speed): bLength 10 bDescriptorType 6 bcdUSB 2.00 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 64 bNumConfigurations 1 Device Status: 0x0001 Self Powered Bus 001 Device 002: ID 05e3:0608 Genesys Logic, Inc. USB-2.0 4-Port HUB Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 2.00 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 0 Full speed (or root) hub bMaxPacketSize0 64 idVendor 0x05e3 Genesys Logic, Inc. idProduct 0x0608 USB-2.0 4-Port HUB bcdDevice 77.61 iManufacturer 0 iProduct 1 USB2.0 Hub iSerial 0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 25 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xe0 Self Powered Remote Wakeup MaxPower 100mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 1 bInterfaceClass 9 Hub bInterfaceSubClass 0 Unused bInterfaceProtocol 0 Full speed (or root) hub iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0001 1x 1 bytes bInterval 255 Hub Descriptor: bLength 9 bDescriptorType 41 nNbrPorts 4 wHubCharacteristic 0x00e0 Ganged power switching Ganged overcurrent protection Port indicators bPwrOn2PwrGood 50 * 2 milli seconds bHubContrCurrent 100 milli Ampere DeviceRemovable 0x00 PortPwrCtrlMask 0xff Hub Port Status: Port 1: 0000.0100 power Port 2: 0000.0103 power enable connect Port 3: 0000.0103 power enable connect Port 4: 0000.0100 power Device Qualifier (for other device speed): bLength 10 bDescriptorType 6 bcdUSB 2.00 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 1 Single TT bMaxPacketSize0 64 bNumConfigurations 1 Device Status: 0x0001 Self Powered Bus 001 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 1.10 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 0 Full speed (or root) hub bMaxPacketSize0 64 idVendor 0x1d6b Linux Foundation idProduct 0x0001 1.1 root hub bcdDevice 2.06 iManufacturer 3 Linux 2.6.32-25-server ohci_hcd iProduct 2 OHCI Host Controller iSerial 1 0000:00:02.0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 25 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xe0 Self Powered Remote Wakeup MaxPower 0mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 1 bInterfaceClass 9 Hub bInterfaceSubClass 0 Unused bInterfaceProtocol 0 Full speed (or root) hub iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0002 1x 2 bytes bInterval 255 Hub Descriptor: bLength 11 bDescriptorType 41 nNbrPorts 10 wHubCharacteristic 0x0002 No power switching (usb 1.0) Ganged overcurrent protection bPwrOn2PwrGood 1 * 2 milli seconds bHubContrCurrent 0 milli Ampere DeviceRemovable 0x00 0x00 PortPwrCtrlMask 0xff 0xff Hub Port Status: Port 1: 0000.0100 power Port 2: 0000.0100 power Port 3: 0000.0100 power Port 4: 0000.0103 power enable connect Port 5: 0000.0100 power Port 6: 0000.0103 power enable connect Port 7: 0000.0100 power Port 8: 0000.0100 power Port 9: 0000.0100 power Port 10: 0000.0100 power Device Status: 0x0003 Self Powered Remote Wakeup Enabled

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  • Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?

    - by Casey
    I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad core PC, but on mobile applications it might be a problem. Before I go and program some text which caches the arrangement of its letters in an array and then feeds that array to the SpriteBatch, I would like to make sure there isn't something available to do this already, either in MonoGame itself or a class someone has implemented and made available for general use.

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • Jersey 2 in GlassFish 4 - First Java EE 7 Implementation Now Integrated (TOTD #182)

    - by arungupta
    The JAX-RS 2.0 specification released their Early Draft 3 recently. One of my earlier blogs explained as the features were first introduced in the very first draft of the JAX-RS 2.0 specification. Last week was another milestone when the first Java EE 7 specification implementation was added to GlassFish 4 builds. Jakub blogged about Jersey 2 integration in GlassFish 4 builds. Most of the basic functionality is working but EJB, CDI, and Validation are still a TBD. Here is a simple Tip Of The Day (TOTD) sample to get you started with using that functionality. Create a Java EE 6-style Maven project mvn archetype:generate -DarchetypeGroupId=org.codehaus.mojo.archetypes -DarchetypeArtifactId=webapp-javaee6 -DgroupId=example -DartifactId=jersey2-helloworld -DarchetypeVersion=1.5 -DinteractiveMode=false Note, this is still a Java EE 6 archetype, at least for now. Open the project in NetBeans IDE as it makes it much easier to edit/add the files. Add the following <respositories> <repositories> <repository> <id>snapshot-repository.java.net</id> <name>Java.net Snapshot Repository for Maven</name> <url>https://maven.java.net/content/repositories/snapshots/</url> <layout>default</layout> </repository></repositories> Add the following <dependency>s <dependency> <groupId>junit</groupId> <artifactId>junit</artifactId> <version>4.10</version> <scope>test</scope></dependency><dependency> <groupId>javax.ws.rs</groupId> <artifactId>javax.ws.rs-api</artifactId> <version>2.0-m09</version> <scope>test</scope></dependency><dependency> <groupId>org.glassfish.jersey.core</groupId> <artifactId>jersey-client</artifactId> <version>2.0-m05</version> <scope>test</scope></dependency> The complete list of Maven coordinates for Jersey2 are available here. An up-to-date status of Jersey 2 can always be obtained from here. Here is a simple resource class: @Path("movies")public class MoviesResource { @GET @Path("list") public List<Movie> getMovies() { List<Movie> movies = new ArrayList<Movie>(); movies.add(new Movie("Million Dollar Baby", "Hillary Swank")); movies.add(new Movie("Toy Story", "Buzz Light Year")); movies.add(new Movie("Hunger Games", "Jennifer Lawrence")); return movies; }} This resource publishes a list of movies and is accessible at "movies/list" path with HTTP GET. The project is using the standard JAX-RS APIs. Of course, you need the trivial "Movie" and the "Application" class as well. They are available in the downloadable project anyway. Build the project mvn package And deploy to GlassFish 4.0 promoted build 43 (download, unzip, and start as "bin/asadmin start-domain") as asadmin deploy --force=true target/jersey2-helloworld.war Add a simple test case by right-clicking on the MoviesResource class, select "Tools", "Create Tests", and take defaults. Replace the function "testGetMovies" to @Testpublic void testGetMovies() { System.out.println("getMovies"); Client client = ClientFactory.newClient(); List<Movie> movieList = client.target("http://localhost:8080/jersey2-helloworld/webresources/movies/list") .request() .get(new GenericType<List<Movie>>() {}); assertEquals(3, movieList.size());} This test uses the newly defined JAX-RS 2 client APIs to access the RESTful resource. Run the test by giving the command "mvn test" and see the output as ------------------------------------------------------- T E S T S-------------------------------------------------------Running example.MoviesResourceTestgetMoviesTests run: 1, Failures: 0, Errors: 0, Skipped: 0, Time elapsed: 0.561 secResults :Tests run: 1, Failures: 0, Errors: 0, Skipped: 0 GlassFish 4 contains Jersey 2 as the JAX-RS implementation. If you want to use Jersey 1.1 functionality, then Martin's blog provide more details on that. All JAX-RS 1.x functionality will be supported using standard APIs anyway. This workaround is only required if Jersey 1.x functionality needs to be accessed. The complete source code explained in this project can be downloaded from here. Here are some pointers to follow JAX-RS 2 Specification Early Draft 3 Latest status on specification (jax-rs-spec.java.net) Latest JAX-RS 2.0 Javadocs Latest status on Jersey (Reference Implementation of JAX-RS 2 - jersey.java.net) Latest Jersey API Javadocs Latest GlassFish 4.0 Promoted Build Follow @gf_jersey Provide feedback on Jersey 2 to [email protected] and JAX-RS specification to [email protected].

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • How to deploy global managed beans

    - by frank.nimphius
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} "Global managed" beans is the term I use in this post to describe beans that are used across applications. Global managed beans contain helper - or utility - methods like or instead of JSFUtils and ADFUtils. The difference between global managed beans and static helper classes like JSFUtis and ADFUtils is that they are EL accessible, providing reusable functionality that is ready to use on UI components and - if accessed from Java - in other managed beans. For example, the ADF Faces page template (af:pageTemplate) allows you to define attributes for the consuming page to pass in object references or strings into it. It does not have method attributes that allow command components contained in a template to invoke listeners in managed beans and the ADF binding layer, or to execute actions. To create templates that provide global button or menu functionality, like logon, logout, print etc., an option for developers is to deployed managed beans with the ADF Faces page templates. To deploy a managed bean with a page template, create an ADF library from the project containing the template definition and import this ADF library into the target project using the Resource palette. When importing an ADF library, all its content is added to the project, including page template definitions, managed bean sources and configurations. More about page templates http://download.oracle.com/docs/cd/E17904_01/apirefs.1111/e12419/tagdoc/af_pageTemplate.html Another use-case for globally configured managed beans is for creating helper methods to be used in many applications. Instead of creating a base managed bean class that then is extended by all managed beans used in applications, you can deploy a managed bean in a JAR file and add the faces-config.xml file with the managed bean configuration to the JAR's META-INF folder as shown below. Using a globally configured managed bean allows you to use Expression Language in the UI to access common functionality but also use Java in application specific managed beans. Storing the faces-config.xml file in the JAR file META-INF directory automatically makes it available when the JAR file is found in the class path of an application.

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  • Is it bad practice to use the same name for arguments and members?

    - by stijn
    Sometimes I write constructor code like class X { public: X( const int numberOfThingsToDo ) : numberOfThingsToDo( numberOfThingsToDo ) { } private: int numberOfThingsToDo; }; or in C# class X { public X( int numberOfThingsToDo ) { this.numberOfThingsToDo = numberOfThingsToDo; } private int numberOfThingsToDo; } I think the main reason is that when I come up with a suitable member name, I see no reason to use a different one for the argument initializing it, and since I'm also no fan of using underscores the easiest is just to pick the same name. After all it's suitable. Is this considered bad practice however? Any drawbacks (apart from shooting yourself in the foot when forgetting the this in C#)?

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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • CodePlex Daily Summary for Thursday, October 31, 2013

    CodePlex Daily Summary for Thursday, October 31, 2013Popular ReleasesTCPEssentials: TCPEssentials 1.0.0.1: Changed the name of method SplitArray to Split. Standardization is important...Community Forums NNTP bridge: Community Forums NNTP Bridge V54 (LiveConnect): This is the first release which can be used with the new LiveConnect authentication. Fixes the problem that the authentication will not work after 1 hour. Also a logfile will now be stored in "%AppData%\Community\CommunityForumsNNTPServer". If you have any problems please feel free to sent me the file "LogFile.txt".WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)Community TFS Build Extensions: October 2013: The October 2013 release contains Scripts - a new addition to our delivery. These are a growing library of PowerShell scripts to use with VS2013. See our documentation for more on scripting. VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 Community TFS Build Manager VS2013 The Community TFS Build Managers for VS2010, 2012 and 2013 can also be found in the Visual Studio Gallery where upda...SuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.1: v 2.1 Added the 'Should' class instead of the 'Validate' class. The 'Validate' class is now obsolete. Added 'Toolkit.Annotations' to support the Mugen MVVM Toolkit ReSharper plugin. Updated JetBrains annotations within the project. Added the 'GlobalSettings.DefaultActivationPolicy' property to represent the default activation policy. Removed the 'GetSettings' method from the 'ViewModelBase' class. Instead of it, the 'GlobalSettings.DefaultViewModelSettings' property is used. Updated...NAudio: NAudio 1.7: full release notes available at http://mark-dot-net.blogspot.co.uk/2013/10/naudio-17-release-notes.htmlLayered Architecture Solution Guidance (LASG): LASG 1.0.1.0 for Visual Studio 2012: PRE-REQUISITES Open GAX (Please install Oct 4, 2012 version) Microsoft® System CLR Types for Microsoft® SQL Server® 2012 Microsoft® SQL Server® 2012 Shared Management Objects Microsoft Enterprise Library 6.0 (for the generated code) Windows Azure SDK (for layered cloud applications) Silverlight 5 SDK (for Silverlight applications) THE RELEASE This release only works on Visual Studio 2012. Known Issue If you choose the Database project, the solution unfolding time will be slow....DirectX Tool Kit: October 2013: October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup ...ExtJS based ASP.NET Controls: FineUI v4.0beta1: +2013-10-28 v4.0 beta1 +?????Collapsed???????????????。 -????:window/group_panel.aspx??,???????,???????,?????????。 +??????SelectedNodeIDArray???????????????。 -????:tree/checkbox/tree_checkall.aspx??,?????,?????,????????????。 -??TimerPicker???????(????、????ing)。 -??????????????????????(???)。 -?????????????,??type=text/css(??~`)。 -MsgTarget???MessageTarget,???None。 -FormOffsetRight?????20px??5px。 -?Web.config?PageManager??FormLabelAlign???。 -ToolbarPosition??Left/Right。 -??Web.conf...CODE Framework: 4.0.31028.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.VidCoder: 1.5.10 Beta: Broke out all the encoder-specific passthrough options into their own dropdown. This should make what they do a bit more clear and clean up the codec list a bit. Updated HandBrake core to SVN 5855.Indent Guides for Visual Studio: Indent Guides v14: ImportantThis release has a separate download for Visual Studio 2010. The first link is for VS 2012 and later. Version History Changed in v14 Improved performance when scrolling and editing Fixed potential crash when Resharper is installed Fixed highlight of guides split around pragmas in C++/C# Restored VS 2010 support as a separate download Changed in v13 Added page width guide lines Added guide highlighting options Fixed guides appearing over collapsed blocks Fixed guides not...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.3 (mvc5): version 3.5.3 - support for mvc5 version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 ========================== - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js...Media Companion: Media Companion MC3.585b: IMDB plot scraping Fixed. New* Movie - Rename Folder using Movie Set, option to move ignored articles to end of Movie Set, only for folder renaming. Fixed* Media Companion - Fixed if using profiles, config files would blown up in size due to some settings duplicating. * Ignore Article of An was cutting of last character of movie title. * If Rescraping title, sort title changed depending on 'Move article to end of Sort Title' setting. * Movie - If changing Poster source order, list would beco...MoreTerra (Terraria World Viewer): MoreTerra 1.11.4: Release 1.11.4 =========== = Compatibility = =========== Updated to add the new tiles/walls in 1.2.1Emptycanvas: Emptycanvas v21: Maintenant plusieurs lumières possibles.PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.0.7: This is a bug fix release, containing some important fixes! Fixed issue where Session 0 was not detected correctly, resulting in issues when attempting to display a UI when none was allowed Fixed Installation Prompt and Installation Restart Prompt appearing when deploy mode was non-interactive or silent Fixed issue where defer prompt is displayed after force closing multiple applications Fixed issue executing blocked app execution dialog from UNC path (executed instead from local tempo...BlackJumboDog: Ver5.9.7: 2013.10.24 Ver5.9.7 (1)FTP???????、2?????????????shift-jis????????????? (2)????HTTP????、???????POST??????????????????New ProjectsBF4Rcon.NET: BF4Rcon.NET is a .NET library for Battlefield 4's remote server administration interface.Command Processor: Command Processor with "Command Query Responsibility" prencipleDqyt.sk: a solution for sk project.Edit Visual Studio LoadTest Results' Name and Description: A simple addin to Visual Studio 2012 and Visual Studio 2010, which enables a LoadTest user to be able to give custom name and description for their loadtest.Grauers Set Metadata Properties: Use this to automatically set ISSUE, APPROVED BY and APPROVED DATEIkeCode WP7.1+ Toolkit: IkeCode WP7.1+ Toolkit is an initiative to create methods that facilitate the development of application.MongoDAO: MongoDB C#NB_Store Payment On Delivery Gateway: NB_Store Payment On Delivery Gateway allows you to add "Paymeny On Delivery" to your NB_Store webshop on DNN.occupie: // to doOffice and PDF API for .NET Components: As an independent .NET component, Spire.Office doesn't need Microsoft Office to be installed on System. It supports C# word, C# Excel and C# PDF.SharePoint Workflow Manager | Bulk Start or Terminate workflows: SharePoint Workflow Manager allows you bulk start or terminate SharePoint workflows on all items in a list.System App: The System App is a sleek, smart and open-source IT mapping and monitoring tool by Zalando.TCPEssentials: TCPEssentials is a C# Library that helps simplify the task of managing TCP connections, and also gives you a few tools that may be useful.Wangls: ???WindowSMART: WindowSMART 2013 and Home Server SMART 2013 are powerful hard disk and SSD health monitoring, reporting and alerting tools for Windows.

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  • CodePlex Daily Summary for Sunday, November 03, 2013

    CodePlex Daily Summary for Sunday, November 03, 2013Popular ReleasesuComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New DataTypesImage Point XML DropDownList XPath Templatable List New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 14873 14833 14864 14855 / 14860 14816 14823 Drag & Drop support for rows Su...SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.1: New FeaturesAdded option Limit to current basket subtotal to HadSpentAmount discount rule Items in product lists can be labelled as NEW for a configurable period of time Product templates can optionally display a discount sign when discounts were applied Added the ability to set multiple favicons depending on stores and/or themes Plugin management: multiple plugins can now be (un)installed in one go Added a field for the HTML body id to store entity (Developer) New property 'Extra...WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)Community TFS Build Extensions: October 2013: The October 2013 release contains Scripts - a new addition to our delivery. These are a growing library of PowerShell scripts to use with VS2013. See our documentation for more on scripting. VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 Community TFS Build Manager VS2013 The Community TFS Build Managers for VS2010, 2012 and 2013 can also be found in the Visual Studio Gallery where upda...WMI Inventory Client: WMI Inventory Client: WMI Inventory Client ?????????????? ?????????????? ?? WMISuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesFile System Explorer: Beta 1: Try me and please give feedback via Discussions and issues Installation: Download the zip file Unblock it Unzip to a suitable location Just run Filesystemexplorer.exe Enjoy Updates: V1.1 Beta: Fixed some low level file search issuesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.1: v 2.1 Added the 'Should' class instead of the 'Validate' class. The 'Validate' class is now obsolete. Added 'Toolkit.Annotations' to support the Mugen MVVM Toolkit ReSharper plugin. Updated JetBrains annotations within the project. Added the 'GlobalSettings.DefaultActivationPolicy' property to represent the default activation policy. Removed the 'GetSettings' method from the 'ViewModelBase' class. Instead of it, the 'GlobalSettings.DefaultViewModelSettings' property is used. Updated...SharePoint User Permission Check: SP User Permission Check: Modified Current.Web.Title in output label.TFS Event Workflows: TFS Event Workflows 0.10.41576.0 - TFS 2012-2013: Supports TFS 2012 and TFS 2013 For a TFS 2010 version look at https://tfseventworkflows.codeplex.com/releases/view/102444 New Features multiple application tiers storage of workflows, configurations and activities in the version control support for async execution in TFS job agent selection of collection/project filters in config file simple disable in config file simplified configurationCrowd CMS: Crowd CMS FREE - Official Release: This is the original source files for Crowd CMS Free (v1.0.0) and is the latest stable release which has been bug-tested and fixed.Sea Dragon AJAX Viewer Web Part: Sea Dragon Ajax Web Part: The Seadragon Viewer WSP and companion literature. There are three seperate guides that explain how to get up and running: - Seadragon Viewer Web Part Installation Guide Creating Deep Zoom Images for Seadragon Viewer Bringing it all together These guides are currently very basic and are offered as guides for getting full usage out Seadragon. Please post any suggestions for further documentation in the discussions forumProject Nonnon: 2013_10_30: ----------==========----------==========----------==========---------- "No news is good news." ----------==========----------==========----------==========---------- Change Log 2013/10/30 BUGFIX win32/explorer.c n_explorer_path_get() : comment OLD : typo NEW : fixed Felis Win8 or latert : Link Maker OLD : not function in some cases NEW : fixed Nyaurism Formatter : byte count label : when resized OLD : text will be broken NEW : fixed NEW_FEATURE win...NAudio: NAudio 1.7: full release notes available at http://mark-dot-net.blogspot.co.uk/2013/10/naudio-17-release-notes.htmlFormula Calculation Toolkit: FCT Library: Alfa release for Formula Calculation Toolkit.WebExtras: v1.3.0 Beta: Enh: Adding support for Bootstrap 3.x Enh: Adding support for Gumby 2.5.x Enh: Adding a new string extension Remove() to remove occurences of given string Enh: Adding a ToDictionary() for name value collections Enh: The dataTable sort extension is now a little more intelligent and robust Enh: General under the hood code enhancements Fix: Hyperlink extensions now handle MVC Areas Fix: Marking JsFunc as serializable otherwise when using the ASP.NET State Server, the object does no...DirectX Tool Kit: October 2013: October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup ...ExtJS based ASP.NET Controls: FineUI v4.0beta1: +2013-10-28 v4.0 beta1 +?????Collapsed???????????????。 -????:window/group_panel.aspx??,???????,???????,?????????。 +??????SelectedNodeIDArray???????????????。 -????:tree/checkbox/tree_checkall.aspx??,?????,?????,????????????。 -??TimerPicker???????(????、????ing)。 -??????????????????????(???)。 -?????????????,??type=text/css(??~`)。 -MsgTarget???MessageTarget,???None。 -FormOffsetRight?????20px??5px。 -?Web.config?PageManager??FormLabelAlign???。 -ToolbarPosition??Left/Right。 -??Web.conf...CODE Framework: 4.0.31028.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.New Projects.NET Site Storage: Write .NET code to use an abstract storage system that can work with a variety of storage, such as local file system and Azure blob.Asp.net Mvc Ajax Infinite Scroll: Asp.net Mvc 4 Ajax Json Infinite Scrollblueblue: tetCar: CArCSharp Generic Data Access: Yet another generic data access for .NETDotNet Manuals: DotNet Manuals aims to provide developers an easy way to create, manage and distribute manuals and various documentation for their applications and libraries.EIB Watcher .Net Library: .Net Library for EIB/NKX bus accessopenGamification: This intends to become an open source gamification framework based on TypeScript.PaginaWebCursoNetAcc: aSimple Person Manager: The application accepts POST requests with JSON data about a Person, stored the values in Azure Table Storage and accepts GET requests to retrieve it back.Stock Track: If you have a small retail store with simple stock management and tracking requirements, this program might work for you. Stock Track easily categorises your ptrapawebapp: testVisualStateManager: This is a simple, but quite powerful mechanism allowing you to separate the application UI from application logic in Windows Forms.Yet Another VirtualBox ToolSet: This is going to be another VirtualBox Toolset.Zodinet: Co ca ngua

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  • Switching between levels, re-initialize existing structure or create new one?

    - by Martino Wullems
    This is something I've been wondering for quite a while. When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels? Let's say we have a level class that does the following: Load data for the level design (tiles), enemies, graphics etc. Setup all these elements in their appriopate locations and display them Start physics and game logic I'm stuck between the following 2 methods: 1: Throw away everything in the level class and make a new one, we have to load an entirely new level anyway! 2: pause the game logic and physics, unload all currents assets, then re-initialize those components with the level data for the new level. They both have their pros and cons. Method 1 is alot easier and seems to make sense since we have to redo everything anyway. But method 2 allows you to re-use exisiting elements which might save resources and allows for a smoother transfer to the new level.

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  • How to define template directives (from an API perspective)?

    - by Ralph
    Preface I'm writing a template language (don't bother trying to talk me out of it), and in it, there are two kinds of user-extensible nodes. TemplateTags and TemplateDirectives. A TemplateTag closely relates to an HTML tag -- it might look something like div(class="green") { "content" } And it'll be rendered as <div class="green">content</div> i.e., it takes a bunch of attributes, plus some content, and spits out some HTML. TemplateDirectives are a little more complicated. They can be things like for loops, ifs, includes, and other such things. They look a lot like a TemplateTag, but they need to be processed differently. For example, @for($i in $items) { div(class="green") { $i } } Would loop over $items and output the content with the variable $i substituted in each time. So.... I'm trying to decide on a way to define these directives now. Template Tags The TemplateTags are pretty easy to write. They look something like this: [TemplateTag] static string div(string content = null, object attrs = null) { return HtmlTag("div", content, attrs); } Where content gets the stuff between the curly braces (pre-rendered if there are variables in it and such), and attrs is either a Dictionary<string,object> of attributes, or an anonymous type used like a dictionary. It just returns the HTML which gets plunked into its place. Simple! You can write tags in basically 1 line. Template Directives The way I've defined them now looks like this: [TemplateDirective] static string @for(string @params, string content) { var tokens = Regex.Split(@params, @"\sin\s").Select(s => s.Trim()).ToArray(); string itemName = tokens[0].Substring(1); string enumName = tokens[1].Substring(1); var enumerable = data[enumName] as IEnumerable; var sb = new StringBuilder(); var template = new Template(content); foreach (var item in enumerable) { var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; sb.Append(template.Render(templateVars)); } return sb.ToString(); } (Working example). Basically, the stuff between the ( and ) is not split into arguments automatically (like the template tags do), and the content isn't pre-rendered either. The reason it isn't pre-rendered is because you might want to add or remove some template variables or something first. In this case, we add the $i variable to the template variables, var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; And then render the content manually, sb.Append(template.Render(templateVars)); Question I'm wondering if this is the best approach to defining custom Template Directives. I want to make it as easy as possible. What if the user doesn't know how to render templates, or doesn't know that he's supposed to? Maybe I should pass in a Template instance pre-filled with the content instead? Or maybe only let him tamper w/ the template variables, and then automatically render the content at the end? OTOH, for things like "if" if the condition fails, then the template wouldn't need to be rendered at all. So there's a lot of flexibility I need to allow in here. Thoughts?

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  • What do I need to know about Data Structures and Algorithms in the "real" world

    - by Ray T Champion
    I just finished the data structures and algorithms course in school , I took it during the summer so 6wks course vs a 16 wk course during the regular semester. So not only was the course hard but it was really really really fast. My question is what do I need to know about data structures in the real world? I understand what they do and how they work, for the most part, but I had a real tough time coding them , I wouldn't be able to write the code for a binary tree class or a balanced tree class from scratch .... Is that bad? should I retake it , or is knowledge of how they work sufficient, without being able to write the classes from scratch?

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Having a generic data type for a database table column, is it "good" practice?

    - by Yanick Rochon
    I'm working on a PHP project where some object (class member) may contain different data type. For example : class Property { private $_id; // (PK) private $_ref_id; // the object reference id (FK) private $_name; // the name of the property private $_type; // 'string', 'int', 'float(n,m)', 'datetime', etc. private $_data; // ... // ..snip.. public getters/setters } Now, I need to perform some persistence on these objects. Some properties may be a text data type, but nothing bigger than what a varchar may hold. Also, later on, I need to be able to perform searches and sorting. Is it a good practice to use a single database table for this (ie. is there a non negligible performance impact)? If it's "acceptable", then what could be the data type for the data column?

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  • Why do I get an exception when playing multiple sound instances?

    - by Boreal
    Right now, I'm adding a rudimentary sound engine to my game. So far, I am able to load in a WAV file and play it once, then free up the memory when I close the game. However, the game crashes with a nice ArgumentOutOfBoundsException when I try to play another sound instance. Specified argument was out of the range of valid values. Parameter name: readLength I'm following this tutorial pretty much exactly, but I still keep getting the aforementioned error. Here's my sound-related code. /// <summary> /// Manages all sound instances. /// </summary> public static class Audio { static XAudio2 device; static MasteringVoice master; static List<SoundInstance> instances; /// <summary> /// The XAudio2 device. /// </summary> internal static XAudio2 Device { get { return device; } } /// <summary> /// Initializes the audio device and master track. /// </summary> internal static void Initialize() { device = new XAudio2(); master = new MasteringVoice(device); instances = new List<SoundInstance>(); } /// <summary> /// Releases all XA2 resources. /// </summary> internal static void Shutdown() { foreach(SoundInstance i in instances) i.Dispose(); master.Dispose(); device.Dispose(); } /// <summary> /// Registers a sound instance with the system. /// </summary> /// <param name="instance">Sound instance</param> internal static void AddInstance(SoundInstance instance) { instances.Add(instance); } /// <summary> /// Disposes any sound instance that has stopped playing. /// </summary> internal static void Update() { List<SoundInstance> temp = new List<SoundInstance>(instances); foreach(SoundInstance i in temp) if(!i.Playing) { i.Dispose(); instances.Remove(i); } } } /// <summary> /// Loads sounds from various files. /// </summary> internal class SoundLoader { /// <summary> /// Loads a .wav sound file. /// </summary> /// <param name="format">The decoded format will be sent here</param> /// <param name="buffer">The data will be sent here</param> /// <param name="soundName">The path to the WAV file</param> internal static void LoadWAV(out WaveFormat format, out AudioBuffer buffer, string soundName) { WaveStream wave = new WaveStream(soundName); format = wave.Format; buffer = new AudioBuffer(); buffer.AudioData = wave; buffer.AudioBytes = (int)wave.Length; buffer.Flags = BufferFlags.EndOfStream; } } /// <summary> /// Manages the data for a single sound. /// </summary> public class Sound : IAsset { WaveFormat format; AudioBuffer buffer; /// <summary> /// Loads a sound from a file. /// </summary> /// <param name="soundName">The path to the sound file</param> /// <returns>Whether the sound loaded successfully</returns> public bool Load(string soundName) { if(soundName.EndsWith(".wav")) SoundLoader.LoadWAV(out format, out buffer, soundName); else return false; return true; } /// <summary> /// Plays the sound. /// </summary> public void Play() { Audio.AddInstance(new SoundInstance(format, buffer)); } /// <summary> /// Unloads the sound from memory. /// </summary> public void Unload() { buffer.Dispose(); } } /// <summary> /// Manages a single sound instance. /// </summary> public class SoundInstance { SourceVoice source; bool playing; /// <summary> /// Whether the sound is currently playing. /// </summary> public bool Playing { get { return playing; } } /// <summary> /// Starts a new instance of a sound. /// </summary> /// <param name="format">Format of the sound</param> /// <param name="buffer">Buffer holding sound data</param> internal SoundInstance(WaveFormat format, AudioBuffer buffer) { source = new SourceVoice(Audio.Device, format); source.BufferEnd += (s, e) => playing = false; source.Start(); source.SubmitSourceBuffer(buffer); // THIS IS WHERE THE EXCEPTION IS THROWN playing = true; } /// <summary> /// Releases memory used by the instance. /// </summary> internal void Dispose() { source.Dispose(); } } The exception occurs on line 156 when I am playing the sound: source.SubmitSourceBuffer(buffer);

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  • Integrating a Progress Bar into a Wizard

    - by Geertjan
    Normally, when you create a wizard, as described here, and you have your own iterator, you'll have a class signature like this: public final class MyWizardWizardIterator implements WizardDescriptor.InstantiatingIterator<WizardDescriptor> { Let's now imagine that you've got some kind of long running process your wizard needs to perform. Maybe the wizard needs to connect to something, which could take some time. Start by adding a new dependency on the Progress API, which gives you the classes that access the NetBeans Platform's progress functionality. Now all we need to do is change the class signature very slightly: public final class MyWizardWizardIterator implements WizardDescriptor.ProgressInstantiatingIterator<WizardDescriptor> { Take a look at the part of the signature above that is highlighted. I.e., use WizardDescriptor.ProgressInstantiatingIterator instead of WizardDescriptor.InstantiatingIterator. Now you will need to implement a new instantiate method, one that receives a ProgressHandle. The other instantiate method, i.e., the one that already existed, should never be accessed anymore, and so you can add an assert to that effect: @Override public Set<?> instantiate() throws IOException {     throw new AssertionError("instantiate(ProgressHandle) " //NOI18N             + "should have been called"); //NOI18N } @Override public Set instantiate(ProgressHandle ph) throws IOException {     return Collections.emptySet(); } OK. Let's now add some code to make our progress bar work: @Override public Set instantiate(ProgressHandle ph) throws IOException {     ph.start();     ph.progress("Processing...");     try {         //Simulate some long process:         Thread.sleep(2500);     } catch (InterruptedException ex) {         Exceptions.printStackTrace(ex);     }     ph.finish();     return Collections.emptySet(); } And, maybe even more impressive, you can also do this: @Override public Set instantiate(ProgressHandle ph) throws IOException {     ph.start(1000);     ph.progress("Processing...");     try {         //Simulate some long process:         ph.progress("1/4 complete...", 250);         Thread.sleep(2500);         ph.progress("1/2 complete...", 500);         Thread.sleep(5000);         ph.progress("3/4 complete...", 750);         Thread.sleep(7500);         ph.progress("Complete...", 1000);         Thread.sleep(1000);     } catch (InterruptedException ex) {         Exceptions.printStackTrace(ex);     }     ph.finish();     return Collections.emptySet(); } The screenshots above show you what you should see when the Finish button is clicked in each case.

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  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

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  • Deploy from NetBeans IDE by Twisting an External Dial

    - by Geertjan
    Via this code in a NetBeans module, i.e., a registered NetBeans ModuleInstall class, you can twist the Tinkerforge Rotary Poti Bricklet to deploy the current application in the IDE: import com.tinkerforge.BrickMaster; import com.tinkerforge.BrickletLCD20x4; import com.tinkerforge.BrickletRotaryPoti; import com.tinkerforge.IPConnection; import javax.swing.Action; import javax.swing.JMenuItem; import org.netbeans.api.project.Project; import org.netbeans.api.project.ProjectUtils; import org.openide.awt.Actions; import org.openide.modules.ModuleInstall; import org.openide.util.Utilities; public class Installer extends ModuleInstall { private static final String HOST = "localhost"; private static final int PORT = 4223; private static final String MASTERBRICKUID = "abc"; private static final String LCDUID = "abc"; private static final String ROTIUID = "abc"; 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); @Override public void restored() { 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(final short position) { lcd.backlightOn(); lcd.clearDisplay(); final Action runAction = Actions.forID("Project","org.netbeans.modules.project.ui.RunMainProject"); //The action must be invoked from menu item or toolbar button, //see line 147 in org.netbeans.modules.project.ui.actions.LookupSensitiveAction: JMenuItem jmi = new JMenuItem(runAction); //When position is 100 (range is -150 to 150), deploy the app //and print info about the project to the LCD display: if (position == 100) { jmi.doClick(); Project p = Utilities.actionsGlobalContext().lookup(Project.class); lcd.writeLine((short) 0, (short) 0, "Deployed:"); lcd.writeLine((short) 1, (short) 0, ProjectUtils.getInformation(p).getDisplayName()); } else { lcd.writeLine((short) 0, (short) 0, "Position: " + position); } } }); } catch (Exception e) { } } }

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  • How to use OpenGL functions from multiples thread?

    - by Robert
    I'm writing a small game using OpenGL. I'm implementing basic networking in this game and I'm facing a problem. I have a thread in my client socket class that check for available data, when there are data I raise an event like this : immutable int len = this.m_socket.receive(data); if(len > 0) { this.m_onDataEvent(data); } Then on my game class, I have a function that handle and parse data like this : switch(msgId) { case ProtocolID.CharacterData: // Load terrain with opengl, character model.... Im not able to call opengl functions because my opengl context is created from a different thread. But I really don't know how I can solve this problem, I tried Google but it's really hard to find a solution. I'm using D programming language if it can help.

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  • SQL Server 2008 R2: StreamInsight - User-defined aggregates

    - by Greg Low
    I'd briefly played around with user-defined aggregates in StreamInsight with CTP3 but when I started working with the new Count Windows, I found I had to have one working. I learned a few things along the way that I hope will help someone. The first thing you have to do is define a class: public class IntegerAverage : CepAggregate < int , int > { public override int GenerateOutput( IEnumerable < int > eventData) { if (eventData.Count() == 0) { return 0; } else { return eventData.Sum()...(read more)

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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