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  • Roanoke Code Camp 2014

    - by Brian Lanham
    Originally posted on: http://geekswithblogs.net/codesailor/archive/2014/05/18/156407.aspxI had a great time yesterday at Roanoke Code Camp!  Many thanks to American National University for the venue, the code camp staff and volunteers, the other speakers, and of course the attendees who made my sessions interactive.  I learned a lot yesterday and it was a good time all around. I attended sessions on Apache Cassandra by Dr. Dave King (@tildedave), Angular JS by Kevin Israel (@kevadev), and JavaScript for Object-Oriented Programmers by Joel Cochran (@joelcochran).  I regret I was unable to attend all the sessions. I also had the opportunity to present.  I spoke on Redis and got some people excited about graph databases by talking about Neo4j.  You can find my slides and other materials at the following links: My Presentation Materials Folder Redis Materials – Slides     - Snippets Neo4j Materials – Slides     - Snippets If you have any trouble getting any of the materials just respond to this post or tweet me @codesailor and I will make sure you get the information you need.

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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • Is Ruby on Rails' Active Record an example of Aspect-Oriented Programming?

    - by B Seven
    From Clean Code, about Cross-Cutting Concerns: Note that concerns like persistence tend to cut across the natural object boundaries of a domain. You want to persist all your objects using generally the same strategy, for example, using a particular DBMS... Is Active Record an example of aspect-oriented programming? In AOP, modular constructs called aspects specify which points in the system should have their behavior modified in some consistent way to support a particular concern. This specification is done using a succinct declarative or programmatic mechanism. If Active Record is an example of AOP, what is the "aspect"? Is it the class declaration that inherits from Active Record? class Foo < ActiveRecord::Base

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  • AABB - AABB Collision, which face do I hit?

    - by PeeS
    To allow my objects to slide when they collide, I need to : Know which face of the AABB they collide with. Calculate the normal to that face. Return the normal and calculate the impulse that to apply to the player's velocity. Question How can I calculate which face of the AABB I collided with, knowing that I have two AABB's colliding? One is the player and the other is a world object. Here's what that looks like (problem collision circled in white): Thank you for your help.

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  • OSB, Service Callouts and OQL - Part 1

    - by Sabha
    Oracle Fusion Middleware customers use Oracle Service Bus (OSB) for virtualizing Service endpoints and implementing stateless service orchestrations. Behind the performance and speed of OSB, there are a couple of key design implementations that can affect application performance and behavior under heavy load. One of the heavily used feature in OSB is the Service Callout pipeline action for message enrichment and invoking multiple services as part of one single orchestration. Overuse of this feature, without understanding its internal implementation, can lead to serious problems. This post will delve into OSB internals, the problem associated with usage of Service Callout under high loads, diagnosing it via thread dump and heap dump analysis using tools like ThreadLogic and OQL (Object Query Language) and resolving it. The first section in the series will mainly cover the threading model used internally by OSB for implementing Route Vs. Service Callouts. Please refer to the blog post for more details. 

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  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

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  • Suggestions for Future or On-The-Edge Languages (2011)

    - by Kurtis
    I'm just looking for some suggestions on newer languages and language implementations that are useful for string manipulation. It's now 2011 and a lot has changed over the years. Most of my work includes web development (which is mostly text-based) and command line scripting. I'm pretty language agnostic, although I've felt violated using PHP over the years. My only requirements are that the language be good at text manipulation, without a lot of 3rd party libraries (core libraries are okay, though), and that the language and/or standard implementation is very up to date or even "futuristic". For example, the two main languages I'm looking at right now are Python (Version 3.x) or Perl (Version 6.x). Research, Academic, and Experimental languages are okay with me. I don't mind functional languages although I'd like to have the option of programming in a procedural or even object oriented manner. Thanks!

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • How was 20Q made?

    - by Dan the Man
    Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you mentally choose your thing, the device goes through a series of questions such as: Is it larger than a loaf of bread? Is it found outdoors? Is it used for recreation? For each of the questions you can answer yes, no, maybe, or unknown. The way I've always thought of it to work was with immense, nested conditionals (if statements). But, I don't think that would be very likely as it would be terribly difficult to understand while coding it. I'm not looking for a discussion as SE doesn't allow it; I'm looking for concrete knowledge or solutions.

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  • Optimizing hierarchical transform

    - by Geotarget
    I'm transforming objects in 3D space by transforming each vector with the object's 4x4 transform matrix. In order to achieve hierarchical transform, I transform the child by its own matrix, and then the child by the parent matrix. This becomes costly because objects deeper in the display tree have to be transformed by all the parent objects. This is what's happening, in summary: Root -- transform its verts by Root matrix Parent -- transform its verts by Parent, Root matrix Child -- transform its verts by Child, Parent, Root matrix Is there a faster way to transform vertices to achieve hierarchical transform? What If I first concatenated each transform matrix with the parent matrices, and then transform verts by that final resulting matrix, would that work and wouldn't that be faster? Root -- transform its verts by Root matrix Parent -- concat Parent, Root matrices, transform its verts by Concated matrix Child -- concat Child, Parent, Root matrices, transform its verts by Concated matrix

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • Which is the next dominant programming paradigm? [closed]

    - by Kugathasan Abimaran
    What is the next programming paradigm when OOP get lost in the market? Or else will OOP be for ever? What is your advise for the future developers? To which paradigm should we aware of? Because, before OOP, structured programming paradigm is there with C. Don't close it Please, because I need to aware, which paradigm have the ability to withstand in future? Aspect-oriented programming. Declarative programming. Functional programming. Object-oriented programming. Any Others? This describes programming paradigm according to their kernel language.

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  • Making a new instantiated prefab as a child for existing GameObject

    - by Akari
    I've been searched about how to make these fruit to move as the basket movement if it collided with it, and I've been found that if I want to perform this I've to let these fruit to be a child to the basket game object .. for example : banana.transform.parent = basket.transform; banana and basket each of them of type "GameObject" ... BUT unfortunately this way didn't work !! and I don't know why ?? So now I need to know if it is possible to destroy the banana if a collision with the basket happened and instantiate a new banana in the basket as a child at run time ?!! I need to try this stupid way because I've tried all the other ways and nothing worked :(

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Best Practice to return responses from service

    - by A9S6
    I am writing a SOAP based ASP.NET Web Service having a number of methods to deal with Client objects. e.g: int AddClient(Client c) = returns Client ID when successful List GetClients() Client GetClientInfo(int clientId) In the above methods, the return value/object for each method corresponds to the "all good" scenario i.e. A client Id will be returned if AddClient was successful or a List< of Client objects will be returned by GetClients. But what if an error occurs, how do I convey the error message to the caller? I was thinking of having a Response class: Response { StatusCode, StatusMessage, Details } where Details will hold the actual response but in that case the caller will have to cast the response every time. What are your views on the above? Is there a better solution?

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  • Strange 401 (Unauthorized) when calling a WCF Service

    - by mipsen
    A WCF Service we call from BizTalk using WCF BasicHTTP usually works fine but all of a sudden it started returning 401 errors for some calls while others continued working as expected so it could not have been a "real" 401. The difference was the size of the message. One parameter of the service is a rather complex object. In the cases we got a 401 it got quite big (containing a lot of customer-data), say 5 MB. So we turned on tracking. The messages we traced out where about 20MB. Not too big for WCF one should suppose... A bit of research led us to increasing maxItemsInObjectGraph in the behaviours but that did not help. The service we call is in the same network as we are and is a WCF service. So we tried changing from BasicHTTP to net.tcp and Bingo! Ok, we had to use CustomBinding in BizTalk to set all the Quotas, etc. but it worked in the end.

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  • How do I get categories for a product in Magento [closed]

    - by Joost de Valk
    I'm trying to add product_type to my Magento Google Base output based on the product's categories, but I seem to be unable to. I have the following code: // Get categories from product to include as product_type $categoryIds = $object->getCategoryIds(); foreach($categoryIds as $categoryId) { $category = Mage::getModel('catalog/category')->load($categoryId); $this->_setAttribute('product_type', $category->getName(), 'text' ); } The issue is that it returns all of the categories, not just the ones the product is in. Anyone have a solution?

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  • What are the benefits of Android way of "saving memory" - explicitly passing Context objects everywhere?

    - by Sarge Borsch
    Turned out, this question is not easy to formulate for me, but let's try. In Android, pretty much any UI object depends on a Context, and has defined lifetime. It also can destroy and recreate UI objects and even whole application process at any time, and so on. This makes coding asynchronous operations correctly not straightforward. (and sometimes very cumbersome) But I never have seen a real explanation, why it's done that way? There are other OSes, including mobile OSes (iOS, for example), that don't do such things. So, what are the wins of Android way (Activities & Contexts)? Does that allow Android applications to use much less RAM, or maybe there are other benefits?

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Is Domain Driven Design useful / productive for not so complex domains?

    - by Elijah
    When assessing a potential project at work, I suggested that it might be advantageous to use a domain driven design approach to its object model. The project does not have an excessively complex domain, so my coworker threw this at me: It has been said, that DDD is favorable in instances where there is a complex domain model (“...It applies whenever we are operating in a complex, intricate domain” Eric Evans). What I'm lost on is - how you define the complexity of a domain? Can it be defined by the number of aggregate roots in the domain model? Is the complexity of a domain in the interaction of objects? The domain that we are assessing is related online publishing and content management.

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  • How to cache on CloudFlare images that are served to client as JSON?

    - by Askar Ibragimov
    I am using a gallery on my website that gets list of images from a JSON sent by a php script. So, the javascript gallery calls PHP backend and it replies with complex JSON where images are specified as object fields. These fields not necessarily include full URLs, merely a path to needed images. I'd like to use Cloudflare and want these images to be cached there. How I could learn whether these are cached or not, and make sure that these would be cached and not considered some sort of dynamic content?

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  • Open XML SDK 2.0 for Microsoft Office Is Live

    I speak with customers every day about the productivity solutions they build using Microsoft Office. Rarely now do my conversations not include a discussion of Open XML. This is because it is such a powerful way to work with Office documents as a data source. Basically, developers can shuttle data in and out of Office documents by working with the underlying document XML without invoking the Office object models. The documents can then be more easily integrated in platform agnostic kinds of ways....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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  • Javascript: Avoid this and new - further reading? [closed]

    - by Thomas Deutsch
    I do not want this to end in a sort of religious discussion, i want to collect some sources for further reading on this topic. As shown here: Node.js Style and Structure Point 1: Avoid this and new you can find a good example when it could be better to use closures instead of a prototype, and to make every argument explicit. Ok, i agree - could be nice, but i need to know more. Can anyone recommend a good link? Would this make my code 100% object-pattern-free ? (no factory-, repository-, module- pattern?)

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  • clone() only partially doable; how to react?

    - by hllnll
    Suppose we have a class-hierarchy whose base class B requires a clone() method to be defined in its derivations. Whilst this works perfectly for most of them there is this one derivation X that holds an optional reference to a resource/object that can only be referenced from one instance of X. Whilst the rest of X can be cloned without problems this reference would have to be set to null/nil/nullptr. What is the correct way to handle this situation? X::clone() could throw an UncloneableException. Though this would be correct, it is not satisfying. Set the reference to null/nil/nullptr and leave no notice of it. The user of X has to know about Xs "particularities". Require derivations of B to define B::nearestClone(): the user of B has to be aware that the return value might not be a 1:1 clone. Something else?

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