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  • mvc3 datatabels and ajax-beginform

    - by MIkCode
    im trying to send and ajax request and returning the result into a new table i debugged the req and i can confirm that evry thing is good except the VIEW the end result is an empty table instead of one row one more weird thing is if i page source i can see all the table result(more than the one that suppose to) this is the view: @model Fnx.Esb.ServiceMonitor.ViewModel.MainModels @{ ViewBag.Title = "MainSearch"; } @Html.EditorForModel() @{ AjaxOptions ajaxOpts = new AjaxOptions { UpdateTargetId = "MainTable", InsertionMode = InsertionMode.Replace, Url = Url.Action("queryData", "MainSearch"), }; } @using (Ajax.BeginForm(ajaxOpts)) { <div class="container"> <form action="#" method="post"> <div id="mainSearch"> @Html.EditorFor(x => x.MainSearchModel) </div> <br /> <br /> <br /> <br /> <div id="advancedSearch"> <div class="accordion" id="accordion2"> <div class="accordion-group"> <div class="accordion-heading"> <a class="accordion-toggle" data-toggle="collapse" data-parent="#accordion2" href="#collapseOne"> Advanced Search </a> </div> <div id="collapseOne" class="accordion-body collapse in"> <div class="accordion-inner"> @Html.EditorFor(x => x.AdvanceSearchContainerModel) </div> </div> </div> </div> </div> <br /> <br /> <button type="submit" class="btn"> <i class="icon-search"></i> Search </button> <button type="reset" class="btn"> <i class="icon-trash"></i> clear </button> </form> <br /> <br /> <br /> <br /> <br /> <br /> <table id="MainTable" cellpadding="0" cellspacing="0" border="0" class="table table-striped table-bordered"> <thead> <tr> <th> serviceDuration </th> <th> status </th> <th> ESBLatency </th> <th> serviceName </th> <th> serviceId </th> <th> startTime </th> <th> endTime </th> <th> instanceID </th> </tr> </thead> <tbody> @foreach (var item in Model.MainTableModel) { <tr> <td> @Html.DisplayFor(modelItem => item.serviceDuration) </td> <td> @Html.DisplayFor(modelItem => item.status) </td> <td> @Html.DisplayFor(modelItem => item.ESBLatency) </td> <td> @Html.DisplayFor(modelItem => item.serviceName) </td> <td> @Html.DisplayFor(modelItem => item.serviceId) </td> <td> @Html.DisplayFor(modelItem => item.startTime) </td> <td> @Html.DisplayFor(modelItem => item.endTime) </td> <td> @Html.DisplayFor(modelItem => item.instanceID) </td> </tr> } </tbody> </table> </div> } the datatables: javascript options $('#MainTable').dataTable({ "sDom": "<'row'<'span6'l><'span6'f>r>t<'row'<'span6'i><'span6'p>>", "bDestroy": true }); thanks miki

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • Ubuntu hangs on booting up after a update

    - by alFReD NSH
    I've made a clean install yesterday, for the first time restarted, everything went good and then after I updated packages and copied my old home directory to replace the new one, when I restarted it hung when it was booting. I tried reinstalling again and doing the same thing, but again same thing happened. Here's what I see, before when the Ubuntu logo with the five dots is shown: Then after that, 3 or 4 of the dots will load and hangs there. If I press arrow up before that, this will be shown I started my laptop again today(the pictures are for the day before) and after that, boot up with live CD and got the logs. dmesg: http://pastebin.com/aVxV7BQF syslog: http://pastebin.com/4E2BrRUK And some info: alfred@alFitop:~$ uname -a Linux alFitop 3.2.0-24-generic #39-Ubuntu SMP Mon May 21 16:52:17 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux lshw: http://pastebin.com/AZbKJmsT sources.list : http://pastebin.com/2HazmuyV My problem is a bit similar to here: http://ubuntuforums.org/showthread.php?t=1918271 Though I didn't change my x.org config. Only changed home directory and updated packages. I've tried memtest and fschk, both passed. In the recovery mode boot option, I've also realized that same things happen in failsafe graphical mode. But when I go into the network mode, I can boot up my system, but of course same the graphics are just basic. Adding blacklist intel_ips to /etc/modprobe.d/blacklist.conf solves the first message, but still I get the broken pipe and CPU stack traces. The current kernel version is 3.2.0-25, I've tried booting up in the 3.2.0-23(the one the installer came with, but same results.) Also uninstalled apparmor, didn't help. I've installed Ubuntu again, this time without copying the home directory, also same result. --- UPDATE --- This problem was solved before with removing backports, but its back again! I've updated my laptop last night and the problem came back. It's definitely one of these packages. My /var/log/apt/term.log and /var/log/apt/history.log. I'm almost having the same situation. --- UPDATE --- I realized this also have happened on times that I have updated(haven't restarted after it) and my computer power has been cut off and its shutdown due to lack of power. And I realized if I just do as I answered but not in somewhere without GUI(networking mode has the GUI) it wouldn't work.

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  • Oracle HCM Cloud Customer Q&A with WAXIE Sanitary Supply

    - by HCM-Oracle
    At this year’s Oracle HCM User Group (OHUG) Global conference, we had the opportunity to sit down with Oracle HCM Cloud customers for a short Q&A. We got to hear about what brought them to the OHUG conference, some of the benefits they are receiving from their Oracle HCM Cloud solutions, and advice they would give other businesses looking to move to the cloud.  Below is a discussion we had with Melissa Halverson, Benefits & HRIS Manager at WAXIE Sanitary Supply.  Q: What made you attend the OHUG Global Conference this year? Halverson: The biggest reason is networking. It allows me to connect with others in the Oracle HCM Cloud community. I was able to speak at the HCM Cloud SIG (Special Interest Group) on the first day and share my experiences as well as hear the experiences of other Oracle HCM Cloud users. It also allows me to get face-time with key people within Oracle.  Q: What Oracle HCM solutions are you currently using? Halverson: Global HR, Benefits, Workforce Compensation, and Performance Management. Q: Do you plan to invest further in Oracle HCM? Halverson: Yes, we are interested in Time and Labor. We would also like to get Recruiting at some point in the future. Q: What would you say is the most significant benefit you’ve realized from your use of Oracle HCM solutions? Halverson: First and foremost would be process improvement. Before we had Oracle HCM Cloud we relied on a paper process where something as simple as an employee address change required changes to be made manually in 9 different systems. Obviously that was extremely inefficient, but also increased the likelihood of errors being made.  The other huge benefit we have seen was in making information visible to the people that need it. Prior to implementing Oracle HCM Cloud, it was very difficult for anyone to access and make use of the information in our systems. Now, we can provide this information to those who need it to make better decisions.  Q: What advice would you give an organization looking to move their HR systems to the cloud? Halverson: One thing I think many organizations don't spend enough time doing is thoroughly vetting their implementation partner. I believe you should be vetting your implementation partner as much as you did the system itself. Also, manpower is so important. Involve as large a team as possible because you don’t want to get stuck having too few bodies to help out. And set realistic time frames. Biting off more than you can chew will inevitably result in failure. Having a phased approach is always best rather than trying to do everything at once. Thanks for the tips Melissa. Enjoy the rest of the conference!

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  • The Long Tail Keyword Phrase Phenomenon

    There's been much conversation and debate over whether to use short tail or long tail keyword phrases when working optimizing your articles and websites. I think a bit of both may be in order. Well let's first distinguish the difference and then we can talk about how we can apply them to our articles and/or website meta tags.

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  • SQL SERVER Subquery or Join Various Options SQL Server Engine knows the Best

    This is followup post of my earlier article SQL SERVER Convert IN to EXISTS Performance Talk, after reading all the comments I have received I felt that I could write more on the same subject to clear few things out. First let us run following four queries, all of them are giving exactly [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • SEO Content Writing From Scratch

    If you're new to the industry or idea of SEO, the minefield of terms and techniques can be treacherous to navigate. Content writing in particular can seem like a futile endeavour to those who don't quite understand how it works, so here are a few of my first impressions as a relative newcomer myself.

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  • Auditing made easy by Microsoft SQL Server 2008

    Microsoft SQL Server 2008 made the life of a DBA easier by providing an enhanced auditing feature, "SQL Server Audit". The first article of this series illustrates the various components for auditing and the action groups provided by Microsoft SQL Server 2008.

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  • What to expect during an interview with Senior Development Exec?

    - by Umanga
    I passed first two technical interviews at a global e-commerce company for the position of Senior Software Engineer. I was told that there are two more interviews ,one with "Senior Development Exec" and another with "HR". 1) I am wondering what kind of questions I should expect during the interview with "Senior Development Exec"? Is is technical,high level architecture related ..etc? 2) During HR interviews,is it Ok to ask about the work-life balance and actual working hours?

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • Multiple domain links on Google from one WordPress site

    - by user557318
    At present when I Google the domain name of the WordPress sites I have worked on, I receive at least three listings (often the top three). The first listing is the only one I am interested in seeing, others appear from individual pages from that WordPress site i.e.: 1st hit - www.domain.com 2nd hit - www.domain.com/about 3rd hit - www.domain.com/designers Does anybody know if its possible to remove all the links but the absolute www.domain.com?

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  • WIF, ADFS 2 and WCF&ndash;Part 2: The Service

    - by Your DisplayName here!
    OK – so let’s first start with a simple WCF service and connect that to ADFS 2 for authentication. The service itself simply echoes back the user’s claims – just so we can make sure it actually works and to see how the ADFS 2 issuance rules emit claims for the service: [ServiceContract(Namespace = "urn:leastprivilege:samples")] public interface IService {     [OperationContract]     List<ViewClaim> GetClaims(); } public class Service : IService {     public List<ViewClaim> GetClaims()     {         var id = Thread.CurrentPrincipal.Identity as IClaimsIdentity;         return (from c in id.Claims                 select new ViewClaim                 {                     ClaimType = c.ClaimType,                     Value = c.Value,                     Issuer = c.Issuer,                     OriginalIssuer = c.OriginalIssuer                 }).ToList();     } } The ViewClaim data contract is simply a DTO that holds the claim information. Next is the WCF configuration – let’s have a look step by step. First I mapped all my http based services to the federation binding. This is achieved by using .NET 4.0’s protocol mapping feature (this can be also done the 3.x way – but in that scenario all services will be federated): <protocolMapping>   <add scheme="http" binding="ws2007FederationHttpBinding" /> </protocolMapping> Next, I provide a standard configuration for the federation binding: <bindings>   <ws2007FederationHttpBinding>     <binding>       <security mode="TransportWithMessageCredential">         <message establishSecurityContext="false">           <issuerMetadata address="https://server/adfs/services/trust/mex" />         </message>       </security>     </binding>   </ws2007FederationHttpBinding> </bindings> This binding points to our ADFS 2 installation metadata endpoint. This is all that is needed for svcutil (aka “Add Service Reference”) to generate the required client configuration. I also chose mixed mode security (SSL + basic message credential) for best performance. This binding also disables session – you can control that via the establishSecurityContext setting on the binding. This has its pros and cons. Something for a separate blog post, I guess. Next, the behavior section adds support for metadata and WIF: <behaviors>   <serviceBehaviors>     <behavior>       <serviceMetadata httpsGetEnabled="true" />       <federatedServiceHostConfiguration />     </behavior>   </serviceBehaviors> </behaviors> The next step is to add the WIF specific configuration (in <microsoft.identityModel />). First we need to specify the key material that we will use to decrypt the incoming tokens. This is optional for web applications but for web services you need to protect the proof key – so this is mandatory (at least for symmetric proof keys, which is the default): <serviceCertificate>   <certificateReference storeLocation="LocalMachine"                         storeName="My"                         x509FindType="FindBySubjectDistinguishedName"                         findValue="CN=Service" /> </serviceCertificate> You also have to specify which incoming tokens you trust. This is accomplished by registering the thumbprint of the signing keys you want to accept. You get this information from the signing certificate configured in ADFS 2: <issuerNameRegistry type="...ConfigurationBasedIssuerNameRegistry">   <trustedIssuers>     <add thumbprint="d1 … db"           name="ADFS" />   </trustedIssuers> </issuerNameRegistry> The last step (promised) is to add the allowed audience URIs to the configuration – WCF clients use (by default – and we’ll come back to this) the endpoint address of the service: <audienceUris>   <add value="https://machine/soapadfs/service.svc" /> </audienceUris> OK – that’s it – now we have a basic WCF service that uses ADFS 2 for authentication. The next step will be to set-up ADFS to issue tokens for this service. Afterwards we can explore various options on how to use this service from a client. Stay tuned… (if you want to have a look at the full source code or peek at the upcoming parts – you can download the complete solution here)

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  • Power Distribution amongst connected nodes

    - by Perky
    In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar. I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available. I've been working on this system all day and haven't been able to get it working quite the way I want. My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually. Pseudo code: All nodes start with the properties node.power = 0 node.basePower = 100 // could be different for each node. node.initialPower = node.basePower - function propagatePower( node, initialPower, closedNodes ) node.power += initialPower add( closedNodes, node ) connectedNodes = connected_nodes_except_from( closedNodes ) foreach node in connectedNodes do propagatePower( node, initialPower, closedNodes ) end end After this I iterate through all power consumers. foreach consumer in consumers do node = consumer.parentNode if node.power >= consumer.powerConsumption then consumer.powerConsumed += consumer.powerConsumption node.producedPower -= consumer.powerConsumption end end Then I adjust the initial power for the next propagation cycle. foreach node in nodes do node.initialPower = node.basePower - node.producedPower node.displayPower = node.power // for rendering the power. node.power = 0 end This seemed to work at first but then I came into a problem. Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu. I then make two structures that consume 80Pu each on A (160Pu). Then the nodes power is adjusted to basePower - producedPower (100-160 = -60). Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40). Which is correct because they started with 200Pu - 160Pu = 40Pu. However now node.power >= consumer.powerConsumption is false. Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down. I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks. It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

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  • HP Deskjet D2680 Review

    <b>Linux and Whatever:</b> "The HP Deskjet D2680 is very easy to install in Linux. First I installed hplip and then I installed hplip-gui. After that it was as simple as plugging the printer in and then opening the HP device manager."

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  • TechEd NorthAmerica 2010 (and MS BI Conference 2010) Sessions

    - by Marco Russo (SQLBI)
    I just read the Dave Wickert post about his sessions about PowerPivot from Microsoft at TechEd 2010 in New Orleans (June 7-10, 2010) and there are at least two things I’d like to add. First of all, there is also another conference! In fact, this time the Microsoft Business Intelligence Conference 2010 is co-located with TechEd 2010 and all the BI sessions of TechEd…. are sessions of the MS BI Conference too! The second news is that there are many other sessions about PowerPivot at the conference!...(read more)

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  • mongoDB Management Studio

    - by Liam McLennan
    This weekend I have been in Sydney at the MS Web Camp, learning about web application development. At the end of the first day we came up with application ideas and pitched them. My idea was to build a web management application for mongoDB. mongoDB I pitched my idea, put down the microphone, and then someone asked, “what’s mongo?”. Good question. MongoDB is a document database that stores JSON style documents. This is a JSON document for a tweet from twitter: db.tweets.find()[0] { "_id" : ObjectId("4bfe4946cfbfb01420000001"), "created_at" : "Thu, 27 May 2010 10:25:46 +0000", "profile_image_url" : "http://a3.twimg.com/profile_images/600304197/Snapshot_2009-07-26_13-12-43_normal.jpg", "from_user" : "drearyclocks", "text" : "Does anyone know who has better coverage, Optus or Vodafone? Telstra is still too expensive.", "to_user_id" : null, "metadata" : { "result_type" : "recent" }, "id" : { "floatApprox" : 14825648892 }, "geo" : null, "from_user_id" : 6825770, "search_term" : "telstra", "iso_language_code" : "en", "source" : "&lt;a href=&quot;http://www.tweetdeck.com&quot; rel=&quot;nofollow&quot;&gt;TweetDeck&lt;/a&gt;" } A mongodb server can have many databases, each database has many collections (instead of tables) and a collection has many documents (instead of rows). Development Day 2 of the Sydney MS Web Camp was allocated to building our applications. First thing in the morning I identified the stories that I wanted to implement: Scenario: View databases Scenario: View Collections in a database Scenario: View Documents in a Collection Scenario: Delete a Collection Scenario: Delete a Database Scenario: Delete Documents Over the course of the day the team (3.5 developers) implemented all of the planned stories (except ‘delete a database’) and also implemented the following: Scenario: Create Database Scenario: Create Collection Lessons Learned I’m new to MongoDB and in the past I have only accessed it from Ruby (for my hare-brained scheme). When it came to implementing our MongoDB management studio we discovered that their is no official MongoDB driver for .NET. We chose to use NoRM, honestly just because it was the only one I had heard of. NoRM was a challenge. I think it is a fine library but it is focused on mapping strongly typed objects to MongoDB. For our application we had no prior knowledge of the types that would be in the MongoDB database so NoRM was probably a poor choice. Here are some screens (click to enlarge):

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Cant install 12.04.1 or 12.10 in Asus GT75VW laptop

    - by Software companies in perth
    I got this new laptop that comes with a 256 GB ssd drive 128 GB are used for the preinstalled Windows 7 I want to install Ubuntu on the other 128 Gb. I first installed 12.10, it worked and booted once into the OS bu then it started booting onto a black screen so i tried with 12.04.1, i tried installing it a few times with the normal and alternate installer but after saying the installation was OK, it boots onto this distorted graphics screen with a purpelish background where you can't do anything.... What do i do?

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  • T-SQL User-Defined Functions: the good, the bad, and the ugly (part 3)

    - by Hugo Kornelis
    I showed why T-SQL scalar user-defined functions are bad for performance in two previous posts. In this post, I will show that CLR scalar user-defined functions are bad as well (though not always quite as bad as T-SQL scalar user-defined functions). I will admit that I had not really planned to cover CLR in this series. But shortly after publishing the first part , I received an email from Adam Machanic , which basically said that I should make clear that the information in that post does not apply...(read more)

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  • Best Language for the job? Database | C++, .NET, Java

    - by Randy E
    Ok, quick overview. I'm pretty brand new to software design. I have experience reading and editing/customizing PHP things for online scripts/software; Such as CMS, Wordpress, some forum solutions. I'm about to begin my degree in Software Design, the school I'm going to will allow us to kind of focus on an area, C++, Java, or .NET. I've played around a little with VB over the past week, mostly just trying to get a slight feel for it, however nothing extensive. I've been through Herbert Schildt's "C++, A Beginner's Guide." but I was mainly reading it, not doing anything with it beyond a couple basic Console Apps (and getting frustrated with auto-close :/ ). Now, where I decide to focus more in with my degree will depend on what the best language for the job is for my first piece of software I want to develop on my own. Assume I haven't looked at any of the languages at all, please help with the following: My first piece of software will be a database program. Everything has to do with users inputting and retrieving data, and calling that data to help with another function of the software, automatically calculating billing information based on information inputted in the other portion of the program. I won't go into too many details as I'm targeting a niche that doesn't have too much competition, but the competition that is there is established. I want to offer more features, scalable solutions, and the ability to port it to an online version. Ok, basically, it is a complete case management with integrated billing for Private Investigators. I would like the case management to be able to check the Database to see if certain information has been inputted before (such as Names/SSN's), and then the billing will pull hours inputted in the case portion for investigative work, multiplying by an already inputted amount for the fee, and then calculate sales tax. I also want to provide potential clients with an easily scalable solution, that is, a basic option for start ups that costs the least amount, with no additional users, ran on one machine. A middle option with the ability to create users and place them in two groups (User or Admin), as well as adding a few additional features, ran on one machine, but this will allow it to be accessed after being mapped on a network drive. And a third option to allow the placement into 4 different groups (Investigators, Billing, Managers, Admins) and more features. And then, a couple of years after launch, a 4th option that is browser based allowing the same 4 groups to login, as well as clients (view things concerning their case, with some admin customizable objects that can be added for clients view), over the internet. The only licensing security I would like to employ right off the bat will be serial key generated after ordering online (received in an email after the successful purchase). The program will access a database stored on a server periodically to verify license. I would like it to be able to check to make sure it's the most updated version and automatically update if not.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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