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  • This task is currently locked by a running workflow and cannot be edited. Limitation to both Nintex and SPD workflow

    - by ybbest
    Note, this post is from Nintex Forum here. These limitations apply to both SharePoint designer Workflow and Nintex Workflow as Nintex using the SharePoint workflow engine. The common cause that I experience is that ‘parent’ workflow is generating more than one task at once. This is common as you can have multiple approvers for certain approval process. You could also have workflow running when the task is created, one of the common scenario is you would like to set a custom column value in your approval task. For me this is huge limitation, as Nintex lover I really hope Nintex could solve this problem with Microsoft going forward. Introduction “This task is currently locked by a running workflow and cannot be edited” is a common message that is seen when an error occurs while the SharePoint workflow engine is processing a task item associated with a workflow. When a workflow processes a task normally, the following sequence of events is expected to occur: 1.       The process begins. 2.       The workflow places a ‘lock’ on the task so nothing else can change the values while the workflow is processing. 3.       The workflow processes the task. 4.       The lock is released when the task processing is finished. When the message is encountered, it usually indicates that an error occurred between step 2 and 4. As a result, the lock is never released. Therefore, the ‘task locked’ message is not an error itself, rather a symptom of another error – the ‘task locked’ message does not indicate what went wrong. In most cases, once this message is encountered, the workflow cannot be made to continue and must be terminated and started again. The following is a guide that can help troubleshoot the cause of these messages.  Some initial observations to narrow down the potential causes are: Is the error consistent or intermittent? When the error is consistent, it will happen every time the workflow is run. When it is intermittent, it may happen regularly, but not every time. Does the error occur the first time the user tries to respond to a task, or do they respond and notice the workflow does not continue, and when they respond again the error occurs? If the message is present when the user first responds to the task, the issue would have occurred when the task was created. Otherwise, it would have occurred when the user attempted to respond to the task. Causes Modifying the task list A cause of this error appearing consistently the first time a user tries to respond to a task is a modification to the default task list schema. For example, changing the ‘Assigned to’ field in a task list to be a multiple selection will cause the behaviour. Deleting the workflow task then restoring it from the Recycle bin If you start a workflow, delete the workflow task then restore it from the Recycle Bin in SharePoint, the workflow will fail with the ‘task locked’ error.  This is confirmed behaviour whether using a SharePoint Designer or a Nintex workflow.  You will need to terminate the workflow and start it again. Parallel simultaneous responses A cause of this error appearing inconsistently is multiple users responding to tasks in parallel at the same time. In this scenario, one task will complete correctly and the other will not process. When the user tries again, the ‘task locked’ message will display. Nintex included a workaround for this issue in build 11000. In build 11000 and later, one of the users will receive a message on the task form when they attempt to respond, stating that they need to try again in a few moments. Additional processing on the task A cause of this error appearing consistently and inconsistently is having an additional system running on the items in the task list. Some examples include: a workflow running on the task list, an event receiver running on the task list or another automated process querying and updating workflow tasks. Note: This Microsoft help article (http://office.microsoft.com/en-us/sharepointdesigner/HA102376561033.aspx#5) explains creating a workflow that runs on the task list to update a field on the task. Our experience shows that this causes the ‘Task Locked’ issues when the ‘parent’ workflow is generating more than one task at once. Isolated system error If the error is a rare event, or a ‘one off’ event, then an isolated system error may have occurred. For example, if there is a database connectivity issue while the workflow is processing the task response, the task will lock. In this case, the user will respond to a task but the workflow will not continue. When they respond again, the ‘task locked’ message will display. In this case, there will be an error in the SharePoint ULS Logs at the time that the user originally responded. Temporary delay while workflow processes If the workflow is taking a long time to process after a user submits a task, they may notice and try to respond to the task again. They will see the task locked error, but after a number of attempts (or after waiting some time) the task response page eventually indicates the task has been responded to. In this case, nothing actually went wrong, and the error message gives an accurate indication of what is happening – the workflow temporarily locked the task while it was processing. This scenario may occur in a very large workflow, or after the SharePoint application pool has just started. Modifying the task via a web service with an invalid url If the Nintex Workflow web service is used to respond to or delegate a task, the site context part of the url must be a valid alternative access mapping url. For example, if you access the web service via the IP address of the SharePoint server, and the IP address is not a valid AAM, the task can become locked. The workflow has become stuck without any apparent errors This behaviour can occur as a result of a bug in the SharePoint 2010 workflow engine.  If you do not have the August 2010 Cumulative Update (or later) for SharePoint, and your workflow uses delays, “Flexi-task”, State machine”, “Task Reminder” actions or variables, you could be affected. Check the SharePoint 2010 Updates site here: http://technet.microsoft.com/en-us/sharepoint/ff800847.  The October CU is recommended http://support.microsoft.com/kb/2553031.   The fix is described as “Consider the following scenario. You add a Delay activity to a workflow. Then, you set the duration for the Delay activity. You deploy the workflow in SharePoint Foundation 2010. In this scenario, the workflow is not resumed after the duration of the Delay activity”. If you find this is occurring in your environment, install the October CU, terminate all the running workflows affected and run them afresh. Investigative steps The first step to isolate the issue is to create a new task list on the site and configure the workflow to use it.  Any customizations that were made to the original task list should not be made to the new task list. If the new task list eliminates the issue, then the cause can be attributed to the original task list or a change that was made to it. To change the task list that the workflow uses: In Workflow Designer select Settings -> Startup Options Then configure the task list as required If any of the scenarios above do not help, check the SharePoint logs for any messages with a category of ‘Workflow Infrastructure’. Conclusion The information in this article has been gathered from observations and investigations by Nintex. The sources of these issues are the underlying SharePoint workflow engine. This article will be updated if further causes are discovered. From <http://connect.nintex.com/forums/thread/6503.aspx>

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  • In HLSL pixel shader , why is SV_POSITION different to other semantics?

    - by tina nyaa
    In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it? For example, I am using a triangle with the following coordinates: (0.0f, 0.5f) (0.5f, -0.5f) (-0.5f, -0.5f) The w and z values are 0 and 1, respectively. This is the pixel shader. struct VS_IN { float4 pos : POSITION; }; struct PS_IN { float4 pos : SV_POSITION; float4 k : LOLIMASEMANTIC; }; PS_IN VS( VS_IN input ) { PS_IN output = (PS_IN)0; output.pos = input.pos; output.k = input.pos; return output; } float4 PS( PS_IN input ) : SV_Target { // screenshot 1 return input.pos; // screenshot 2 return input.k; } technique10 Render { pass P0 { SetGeometryShader( 0 ); SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Screenshot 1: http://i.stack.imgur.com/rutGU.png Screenshot 2: http://i.stack.imgur.com/NStug.png (Sorry, I'm not allowed to post images until I have a lot of 'reputation') When I use the first statement (result is first screenshot), the one that uses the SV_POSITION semantic, the result is completely unexpected and is yellow, whereas using any other semantic will produce the expected result. Why is this?

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  • Convert OpenGL code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run into some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it right before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has different coordinations systems, and functions that alters how you must implement to code a bit. The getPickRay function on the answer linked is what I'm trying to convert. This is the part of my code that I think is giving me trouble when converting from openGl to directX Because I'm unsure on how their different coordination systems differs from one another. PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); Another thing that I am unsure about is this part: XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom right (800,600) ( or whatever resolution you would have) The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH. I removed the variables aspectRatio and zoomFactor because I assumed that they were related to some specific function of his game. To summarize it up to questions : Does the openGL coordination system differ in such a way that this equation in the first of my code examples wouldn't be valid when used in DirectX 11 ( with its respective screen coordination system)? Is the openGL method Matrix4f.transform(a, b, c) equal to the directX method c = XMVector3TransformCoord(b,a)? (where a is a matrix and b,c are vectors). Because I know when it comes to matrices order is important.

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  • Doubt about texture waves in CG Ocean Shader

    - by Alexandre
    I'm new on graphical programming, and I'm having some trouble understanding the Ocean Shader described on "Effective Water Simulation from Physical Models" from GPU Gems. The source code associated to this article is here. My problem has been to understand the concept of texture waves. First of all, what is achieved by texture waves? I'm having a hard time trying to figure out it's usefulness. In the section 1.2.4 of the article, it does say that the waves summed into the texture have the same parametrization as the waves used for vertex positioning. Does it mean that I can't use the texture provided by the source code if I change the parameters of the waves, or add more waves to sum? And in the section 1.4.1, is said that we can assume that there is no rotation between texture space and world space if the texture coordinates for our normal map are implicit. What does mean that the "normal map are implicit'? And why do I need a rotation between texture and world spaces if the normal map are not implicit? I would be very grateful for any help on this.

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  • CodePlex Daily Summary for Wednesday, January 12, 2011

    CodePlex Daily Summary for Wednesday, January 12, 2011Popular ReleasesGoogle URL Shortener API for .NET: Google URL Shortener API v1: According follow specification: http://code.google.com/apis/urlshortener/v1/reference.htmljGestures: a jQuery plugin for gesture events: 0.81: added event substitution for IE updated index.htmlStyleCop for ReSharper: StyleCop for ReSharper 5.1.14986.000: A considerable amount of work has gone into this release: Features: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the ...SQL Monitor - tracking sql server activities: SQL Monitor 3.1 beta 1: 1. support alert message template 2. dynamic toolbar commands depending on functionality 3. fixed some bugs 4. refactored part of the code, now more stable and more clean upFacebook C# SDK: 4.2.1: - Authentication bug fixes - Updated Json.Net to version 4.0.0 - BREAKING CHANGE: Removed cookieSupport config setting, now automatic. This download is also availible on NuGet: Facebook FacebookWeb FacebookWebMvcUmbraco CMS: Umbraco 4.6: The Umbraco 4.6 (codename JUNO) release contains many new features focusing on an improved installation experience, a number of robust developer features, and contains nearly 200 bug fixes since the 4.5.2 release. Improved installer experience Updated Starter Kits (Simple, Blog, Personal, Business) Beautiful, free, customizable skins included Skinning engine and Skin customization (see Skinning Documentation Kit) Default dashboards on install with hide option Updated Login timeout ...ArcGIS Editor for OpenStreetMap: ArcGIS Editor for OpenStreetMap 1.1 beta2: This is the beta2 release for the ArcGIS Editor for OpenStreetMap version 1.1. Changes from version 1.0: Multi-part geometries are now supported. Homogeneous relations (consisting of only lines or only polygons) are converted into the appropriate multi-part geometry. Mixed relations and super relations are maintained and tracked in a stand-alone relation table. The underlying editing logic has changed. As opposed to tracking the editing changes upon "Save edit" or "Stop edit" the changes a...Hawkeye - The .Net Runtime Object Editor: Hawkeye 1.2.5: In the case you are running an x86 Windows and you installed Release 1.2.4, you should consider upgrading to this release (1.2.5) as it appears Hawkeye is broken on x86 OS. I apologize for the inconvenience, but it appears Hawkeye 1.2.4 (and probably previous versions) doesn't run on x86 Windows (See issue http://hawkeye.codeplex.com/workitem/7791). This maintenance release fixes this broken behavior. This release comes in two flavors: Hawkeye.125.N2 is the standard .NET 2 build, was compile...Phalanger - The PHP Language Compiler for the .NET Framework: 2.0 (January 2011): Another release build for daily use; it contains many new features, enhanced compatibility with latest PHP opensource applications and several issue fixes. To improve the performance of your application using MySQL, please use Managed MySQL Extension for Phalanger. Changes made within this release include following: New features available only in Phalanger. Full support of Multi-Script-Assemblies was implemented; you can build your application into several DLLs now. Deploy them separately t...EnhSim: EnhSim 2.3.0: 2.3.0This release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Changed how flame shoc...AutoLoL: AutoLoL v1.5.3: A message will be displayed when there's an update available Shows a list of recent mastery files in the Editor Tab (requested by quite a few people) Updater: Update information is now scrollable Added a buton to launch AutoLoL after updating is finished Updated the UI to match that of AutoLoL Fix: Detects and resolves 'Read Only' state on Version.xmlTweetSharp: TweetSharp v2.0.0.0 - Preview 7: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 7 ChangesFixes the regression issue in OAuth from Preview 6 Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Third Party Library VersionsHammock v1.0.6: http://hammock.codeplex.com Json.NET 3.5 Release 8: http://json.codeplex.comExtended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...sNPCedit: sNPCedit v0.9d: added elementclient coordinate catcher to catch coordinates select a target (ingame) i.e. your char, npc or monster than click the button and coordinates+direction will be transfered to the selected row in the table corrected labels from Rot to Direction (because it is a vector)Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance.UltimateJB: Ultimate JB 2.03 PL3 KAKAROTO + HERMES + Spoof 3.5: Voici une version attendu avec impatience pour beaucoup : - La version PL3 KAKAROTO intégre ses dernières modification et intégre maintenant le firmware 2.43 !!! Conclusion : - UltimateJB203PSXXXDEFAULTKAKAROTO=> Pas de spoof mais disponible pour les PS3 suivantes : 3.41_kiosk 3.41 3.40 3.30 3.21 3.15 3.10 3.01 2.76 2.70 2.60 2.53 2.43 - UltimateJB203PS341_HERMES => Pas de spoof mais version hermes 4b - UltimateJB203PS341HERMESSPOOF35X => hermes 4b + spoof des firmwares 3.50 et 3.55 au li....NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...EFMVC - ASP.NET MVC 3 and EF Code First: EFMVC 0.5- ASP.NET MVC 3 and EF Code First: Demo web app ASP.NET MVC 3, Razor and EF Code FirstVidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch...New ProjectsASP.NET MVC Scaffolding: Scaffolding package for ASP.NETAstor: OData Explorer: OData ExplorerBasic Users Community: A simple user community with threads and posts.Bukkit Server Manager: BSM makes server managing easy we have multiple type and database support including: MySql, SQLite types: VPS, Dedicated, Home PCCh4CP: Chamber 4 control programDotNetNuke Telerik Library: A set of Telerik wrappers for DotNetNuke module developers to utilize which aren't yet included as of 5.6.1. Eventually this will be offloaded to the core. Enjoy Life: our fypFolderSizeChecker: It suppose to check the size of big folders in specific partition and help user to find the most disk usage location. (It's simple project so please don't expect big and complex algorithms)HomeTeamOnline: This is project of HomeTeamOnlineICSWorld: This is project of ICSWorldIMAP Client for .NET 4.0 using LumiSoft: Develop an IMAP client using this sample project based on the LumiSoft .NET open source project. This project compiles in .NET 4.0 and demonstrates how to pull email using IMAP. The purpose of the project is for email auto processing.MUIExt (Multilingual User Interface Extender): MUIExt makes it easier for SharePoint 2010 users to create multilingual sites. You'll no longer have to live with the MUI limitations or have to manage variations. It's developed in csharp.Phoenix Service Bus: The goal of this pServiceBus is to provide an API and Service Components that would make implementing an ESB Infrastructure in your environment. It's developed in C#, and also have API written for Javascript Clients PhotoSnapper: Home project just to rename photos or .mov files in a folder starting from from a user defined number.redditfier: A windows application to notify redditors with new posts.SharePoint Field Updater: Automatically update sub fields according to a lookup field. For example: Updating field "Contact" will automatically put "Contact Email" and "Address" in the appropriate text fields.TXLCMS: emptyUmbraco Spark engine: Spark macro engine for UmbracoUrdu Translation: Urdu Translation Project WFTestDesign: BizUnit WF is based on BizUnit solution that allows user to define a test using WorkFlow UI, custom activities designed in this extension and general Workflow activities.It's enable also to use breakpoint in test. It's developed in C#.WPF Date Range Slider: A WPF Date Range Slider user control written with C# to allow your users to choose a range of dates using a double thumbed slider control.WPMind Framework for WP7: This project is used to provide some Windows Phone 7 controls for Windows Phone 7 Silverlight developer. Please join us if you are interested in this project.

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  • 3D terrain map with Hexagon Grids

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to this video.

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  • Unity3D and Texture2D. GetPixel returns wrong values

    - by Heisenbug
    I'm trying to use Texture2D set and get colors, but I encountered a strange behavior. Here's the code to reproduce it: Texture2D tex = new Texture2D(2,2, TextureFormat.RGBA32 ,false); Color col = new Color(1.0f,0.5f,1.0f,0.5f); //col values: 1.00, 0.500, 1.00, 0.500 tex.setPixel(0,0,col); Color colDebug = tex.getPixel(0,0); //col values: 1.00, 0.502, 1.00, 0.502 The Color retrieved with getPixel is different from the Color set before. I initially thought about float approximation, but when inspectin col the value stored are correct, so can't be that reason. It sounds weird even a sampling error because the getValue returns a value really similar that not seems to be interpolated with anything else. Anyway I tried even to add these lines after building the texture but nothing change: this.tex.filterMode = FilterMode.Point; this.tex.wrapMode = TextureWrapMode.Clamp; this.tex.anisoLevel = 1; What's my mistake? What am I missing? In addition to that. I'm using tex to store Rect coordinates returned from atlas generation, in order to be able of retriving the correct uv coordinate of an atlas inside a shader. Is this a right way to go?

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  • Code Camp 2011 – Summary

    - by hajan
    Waiting whole twelve months to come this year’s Code Camp 2011 event was something which all Microsoft technologies (and even non-Microsoft techs.) developers were doing in the past year. Last year’s success was enough big to be heard and to influence everything around our developer community and beyond. Code Camp 2011 was nothing else but a invincible success which will remain in our memory for a long time from now. Darko Milevski (president of MKDOT.NET UG and SharePoint MVP) said something interesting at the event keynote that up to now we were looking at the past by saying what we did… now we will focus on the future and how to develop our community more and more in the future days, weeks, months and I hope so for many years… Even though it was held only two days ago (26th of November 2011), I already feel the nostalgia for everything that happened there and for the excellent time we have spent all together. ORGANIZED BY ENTHUSIASTS AND EXPERTS Code Camp 2011 was organized by number of community enthusiasts and experts who have unselfishly contributed with all their free time to make the best of this event. The event was organized by a known community group called MKDOT.NET User Group, name of a user group which is known not only in Macedonia, but also in many countries abroad. Organization mainly consists of software developers, technical leaders, team leaders in several known companies in Macedonia, as well as Microsoft MVPs. SPEAKERS There were 24 speakers at five parallel tracks. At Code Camp 2011 we had two groups of speakers: Professional Experts in various technologies and Student Speakers. The new interesting thing here is the Student Speakers, which draw attention a lot, especially to other students who were interested to see what their colleagues are going to speak about and how do they use Microsoft technologies in different coding scenarios and practices, in different topics. From the rest of the professional speakers, there were 7 Microsoft MVPs: Two ASP.NET/IIS MVPs, Two C# MVPs, and One MVP in SharePoint, SQL Server and Exchange Server. I must say that besides the MVP Speakers, who definitely did a great job as always… there were other excellent speakers as well, which were speaking on various technologies, such as: Web Development, Windows Phone Development, XNA, Windows 8, Games Development, Entity Framework, Event-driven programming, SOLID, SQLCLR, T-SQL, e.t.c. SESSIONS There were 25 sessions mainly all related to Microsoft technologies, but ranging from Windows 8, WP7, ASP.NET till Games Development, XNA and Event-driven programming. Sessions were going in five parallel tracks named as Red, Yellow, Green, Blue and Student track. Five presentations in each track, each with level 300 or 400. More info MY SESSION (ASP.NET MVC Best Practices) I must say that from the big number of speaking engagements I have had, this was one of my best performances and definitely I have set new records of attendees at my sessions and probably overall. I spoke on topic ASP.NET MVC Best Practices, where I have shown tips, tricks, guidelines and best practices on what to use and what to avoid by developing with one of the best web development frameworks nowadays, ASP.NET MVC. I had approximately 350+ attendees, the hall was full so that there was no room for staying at feet. Besides .NET developers, there were a lot of other technology oriented developers, who has also received the presentation very well and I really hope I gave them reason to think about ASP.NET as one of the best options for web development nowadays (if you ask me, it’s the best one ;-)). I have included 10 tips in using ASP.NET MVC each of them followed by a demo. Besides these 10 tips, I have briefly introduced the concept of ASP.NET MVC for those that haven’t been working with the framework and at the end some bonus tips. I must say there was lot of laugh for some funny sentences I have stated, like “If you code ASP.NET MVC, girls will love you more” – same goes for girls, only replace girls with boys :). [LINK TO SESSION WILL GO HERE, ONCE SESSIONS ARE AVAILABLE ON MK CODECAMP WEBSITE] VOLUNTEERS Without strong organization, such events wouldn’t be able to gather hundreds of attendees at one place and still stay perfectly organized to the smallest details, without dedicated organization and volunteers. I would like to dedicate this space in my blog to them and to say one big THANK YOU for supporting us before the event and during the whole day in the event. With such young and dedicated volunteers, we couldn’t achieve anything but great results. THANK YOU EVERYONE FOR YOUR CONTRIBUTION! NETWORKING One of the main reasons why we do such events is to gather all professionals in one place. Networking is what everyone wants because through this way of networking, we can meet incredible people in one place. It is amazing feeling to share your knowledge with others and exchange thoughts on various topics. Meet and talk to interesting people. I have had very special moments with many attendees especially after my presentation. Special Thank You to all of them who come to meet me in person, whether to ask a question, say congrats for my session or simply meet me and just smile :)… everything counts! Thank You! TWITTER During the event, twitter was one of the most useful event-wide communication tool where everyone could tweet with hash tag #mkcodecamp or #mkdotnet and say what he/she wants to say about the current state and happenings at that moment… In my next blog post I will list the top craziest tweets that were posted at this event… FUTURE OF MKDOT.NET Having such strong community around MKDOT.NET, the future seems very bright. The initial plans are to have sub-groups in several technologies, however all these sub-groups will belong to the MKDOT.NET UG which will be, somehow, the HEAD of these sub-groups. We are doing this to provide better divisions by technologies and organize ourselves better since our community is very big, around 500 members in MKDOT.NET.We will have five sub-groups:- Web User Group (Lead:Hajan Selmani - me)- Mobile User Group (Lead: Filip Kerazovski)- Visual C# User Group (Lead: Vekoslav Stefanovski)- SharePoint User Group (Lead: Darko Milevski)- Dynamics User Group (Lead: Vladimir Senih) SUMMARY Online registered attendees: ~1.200 Event attendees: ~800 Number of members in organization: 40+ Organized by: MKDOT.NET User Group Number of tracks: 5 Number of speakers: 24 Number of sessions: 25 Event official website: http://codecamp.mkdot.net Total number of sponsors: 20 Platinum Sponsors: Microsoft, INETA, Telerik Place held: FON University City and Country: Skopje, Macedonia THANK YOU FOR BEING PART OF THE BEST EVENT IN MACEDONIA, CODE CAMP 2011. Regards, Hajan

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  • VS 2010 Debugger Improvements (BreakPoints, DataTips, Import/Export)

    - by ScottGu
    This is the twenty-first in a series of blog posts I’m doing on the VS 2010 and .NET 4 release.  Today’s blog post covers a few of the nice usability improvements coming with the VS 2010 debugger.  The VS 2010 debugger has a ton of great new capabilities.  Features like Intellitrace (aka historical debugging), the new parallel/multithreaded debugging capabilities, and dump debuging support typically get a ton of (well deserved) buzz and attention when people talk about the debugging improvements with this release.  I’ll be doing blog posts in the future that demonstrate how to take advantage of them as well.  With today’s post, though, I thought I’d start off by covering a few small, but nice, debugger usability improvements that were also included with the VS 2010 release, and which I think you’ll find useful. Breakpoint Labels VS 2010 includes new support for better managing debugger breakpoints.  One particularly useful feature is called “Breakpoint Labels” – it enables much better grouping and filtering of breakpoints within a project or across a solution.  With previous releases of Visual Studio you had to manage each debugger breakpoint as a separate item. Managing each breakpoint separately can be a pain with large projects and for cases when you want to maintain “logical groups” of breakpoints that you turn on/off depending on what you are debugging.  Using the new VS 2010 “breakpoint labeling” feature you can now name these “groups” of breakpoints and manage them as a unit. Grouping Multiple Breakpoints Together using a Label Below is a screen-shot of the breakpoints window within Visual Studio 2010.  This lists all of the breakpoints defined within my solution (which in this case is the ASP.NET MVC 2 code base): The first and last breakpoint in the list above breaks into the debugger when a Controller instance is created or released by the ASP.NET MVC Framework. Using VS 2010, I can now select these two breakpoints, right-click, and then select the new “Edit labels…” menu command to give them a common label/name (making them easier to find and manage): Below is the dialog that appears when I select the “Edit labels” command.  We can use it to create a new string label for our breakpoints or select an existing one we have already defined.  In this case we’ll create a new label called “Lifetime Management” to describe what these two breakpoints cover: When we press the OK button our two selected breakpoints will be grouped under the newly created “Lifetime Management” label: Filtering/Sorting Breakpoints by Label We can use the “Search” combobox to quickly filter/sort breakpoints by label.  Below we are only showing those breakpoints with the “Lifetime Management” label: Toggling Breakpoints On/Off by Label We can also toggle sets of breakpoints on/off by label group.  We can simply filter by the label group, do a Ctrl-A to select all the breakpoints, and then enable/disable all of them with a single click: Importing/Exporting Breakpoints VS 2010 now supports importing/exporting breakpoints to XML files – which you can then pass off to another developer, attach to a bug report, or simply re-load later.  To export only a subset of breakpoints, you can filter by a particular label and then click the “Export breakpoint” button in the Breakpoints window: Above I’ve filtered my breakpoint list to only export two particular breakpoints (specific to a bug that I’m chasing down).  I can export these breakpoints to an XML file and then attach it to a bug report or email – which will enable another developer to easily setup the debugger in the correct state to investigate it on a separate machine.  Pinned DataTips Visual Studio 2010 also includes some nice new “DataTip pinning” features that enable you to better see and track variable and expression values when in the debugger.  Simply hover over a variable or expression within the debugger to expose its DataTip (which is a tooltip that displays its value)  – and then click the new “pin” button on it to make the DataTip always visible: You can “pin” any number of DataTips you want onto the screen.  In addition to pinning top-level variables, you can also drill into the sub-properties on variables and pin them as well.  Below I’ve “pinned” three variables: “category”, “Request.RawUrl” and “Request.LogonUserIdentity.Name”.  Note that these last two variable are sub-properties of the “Request” object.   Associating Comments with Pinned DataTips Hovering over a pinned DataTip exposes some additional UI within the debugger: Clicking the comment button at the bottom of this UI expands the DataTip - and allows you to optionally add a comment with it: This makes it really easy to attach and track debugging notes: Pinned DataTips are usable across both Debug Sessions and Visual Studio Sessions Pinned DataTips can be used across multiple debugger sessions.  This means that if you stop the debugger, make a code change, and then recompile and start a new debug session - any pinned DataTips will still be there, along with any comments you associate with them.  Pinned DataTips can also be used across multiple Visual Studio sessions.  This means that if you close your project, shutdown Visual Studio, and then later open the project up again – any pinned DataTips will still be there, along with any comments you associate with them. See the Value from Last Debug Session (Great Code Editor Feature) How many times have you ever stopped the debugger only to go back to your code and say: $#@! – what was the value of that variable again??? One of the nice things about pinned DataTips is that they keep track of their “last value from debug session” – and you can look these values up within the VB/C# code editor even when the debugger is no longer running.  DataTips are by default hidden when you are in the code editor and the debugger isn’t running.  On the left-hand margin of the code editor, though, you’ll find a push-pin for each pinned DataTip that you’ve previously setup: Hovering your mouse over a pinned DataTip will cause it to display on the screen.  Below you can see what happens when I hover over the first pin in the editor - it displays our debug session’s last values for the “Request” object DataTip along with the comment we associated with them: This makes it much easier to keep track of state and conditions as you toggle between code editing mode and debugging mode on your projects. Importing/Exporting Pinned DataTips As I mentioned earlier in this post, pinned DataTips are by default saved across Visual Studio sessions (you don’t need to do anything to enable this). VS 2010 also now supports importing/exporting pinned DataTips to XML files – which you can then pass off to other developers, attach to a bug report, or simply re-load later. Combined with the new support for importing/exporting breakpoints, this makes it much easier for multiple developers to share debugger configurations and collaborate across debug sessions. Summary Visual Studio 2010 includes a bunch of great new debugger features – both big and small.  Today’s post shared some of the nice debugger usability improvements. All of the features above are supported with the Visual Studio 2010 Professional edition (the Pinned DataTip features are also supported in the free Visual Studio 2010 Express Editions)  I’ll be covering some of the “big big” new debugging features like Intellitrace, parallel/multithreaded debugging, and dump file analysis in future blog posts.  Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • How to get the path of a file after publishing my game

    - by NDraskovic
    I made a "game" for a college project that reads data from .txt file at startup and draws some models according to the data in that file. This is the code I use using (StreamReader sr = new StreamReader(@"C:\Users\User\Desktop\Linije.txt")) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x),Convert.ToSingle(y),Convert.ToSingle(z))); } } As you see, this code fills some variables that are then used to define the model that will be drawn and the coordinates where it will be drawn. The problem that I'm having is that I don't know how to distribute that file to other computers (obviously on another computer it would have another path)? Do you have some advices on how to do this? P.S I tried to put it in the Content and set the Build Action on None, and I can see the file in the content directory, but when I change it, nothing happens (the models don't change as they should)

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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

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  • Testing for Auto Save and Load Game

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game every time the newbies open the first app then continues it on the other day? I'm trying to make a simple app with a simple moving block sprite, starting at the center coordinate. Once I moved the sprite to the top by touch n' drag, I touch the back key to close the app. I expected that once I re-open the app and the block sprite is still at the top. But instead, it goes back to the center instead. Where can I find more ways to use the preferences or manipulating by telling the dispose method to dispose only specific wastes but not the important records (fastest time, last time where the sprite is located via coordinates, etc.). Is there really an easy way or it has no shortcuts but most effective way? I need help to expand more ideas. Thank you. Here are the following links that I'm trying to figure it out how to use them: http://www.youtube.com/watch?v=gER5GGQYzGc http://www.badlogicgames.com/wordpress/?p=1585 http://www.youtube.com/watch?v=t0PtLexfBCA&feature=relmfu Take note that these links above are codes. But I'm not looking answers for code but to look how to start or figure it out how to use them. Tell me if I'm wrong.

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  • DC Comics Identifies Krypton on the Star Map

    - by Jason Fitzpatrick
    This week Action Comics Superman #14 hits the stands and DC comics reveals the actual location of Kyrpton, delivered by none other than beloved astrophysicist Neil Tyson. Phil Plait at Bad Astronomy reports on the resolution of fans’ long standing curiosity about the location of Krypton: Well, that’s about to change. DC comics is releasing a new book this week – Action Comics Superman #14 – that finally reveals the answer to this stellar question. And they picked a special guest to reveal it: my old friend Neil Tyson. Actually, Neil did more than just appear in the comic: he was approached by DC to find a good star to fit the story. Red supergiants don’t work; they explode as supernovae when they are too young to have an advanced civilization rise on any orbiting planets. Red giants aren’t a great fit either; they can be old, but none is at the right distance to match the storyline. It would have to be a red dwarf: there are lots of them, they can be very old, and some are close enough to fit the plot. I won’t keep you in suspense: the star is LHS 2520, a red dwarf in the southern constellation of Corvus (at the center of the picture here). It’s an M3.5 dwarf, meaning it has about a quarter of the Sun’s mass, a third its diameter, roughly half the Sun’s temperature, and a luminosity of a mere 1% of our Sun’s. It’s only 27 light years away – very close on the scale of the galaxy – but such a dim bulb you need a telescope to see it at all (for any astronomers out there, the coordinates are RA: 12h 10m 5.77s, Dec: -15° 4m 17.9 s). 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • CodePlex Daily Summary for Monday, January 10, 2011

    CodePlex Daily Summary for Monday, January 10, 2011Popular ReleasesSense/Net Enterprise Portal & ECMS: SenseNet 6.0.1 Community Edition for .NET 4: SenseNet 6.0.1 Community Edition for .NET 4 with SQL CE 4.0 This half year we have been working quite fiercely to bring you the long-awaited release of Sense/Net 6.0. Download this Community Edition for .NET 4 Platform to see what we have been up to. These months we have worked on getting the WebCMS capabilities of Sense/Net 6.0 up to par. New features include: New, powerful page and portlet editing experience. HTML and CSS cleanup, new, powerful site skinning system. Upgraded, light...Agile Personal Body Of Knowledge: ????-????,???? v0.2.pdf: ????【????-????,????.pdf】???,?????????????????????????????,???????????,???????。 ??????????,??????????,????????,?????????! ????sina??:http://q.t.sina.com.cn/135484VSSpeedster - Parallel Builds for VS: VSSpeedster 1.1: - Parallel Builds with MSBuild integrated in Visual StudioBernie's Trackviewer: Bernie's Trackviewer Version 1.2: Redesigned user interface of main form Also displays waypoints which are not part of a track Can convert a route int a track Maximum age of cached maps can be setPeople's Note: People's Note 0.21: Replaced note viewer buttons with a menu bar to improve scrolling performance. Fixed database relocation on low-resolution devices; thanks to compaNet for reporting. Improved signin error messages. To install: copy the appropriate CAB file onto your WM device and run it.mytrip.mvc (CMS & e-Commerce): mytrip.mvc 1.0.51.0 beta2: WEB.mytrip.mvc 1.0.51.0 Web for install hosting System Requirements: NET 4.0, MSSQL 2008 or MySql (auto creation table to database) if .\SQLEXPRESS auto creation database (App_Data folder) SRC.mytrip.mvc 1.0.51.0 System Requirements: Visual Studio 2010 or Web Deweloper 2010 MSSQL 2008 or MySql (auto creation table to database) if .\SQLEXPRESS auto creation database (App_Data folder) Connector/Net 6.3.5, MVC3 RC WARNING For run and debug SRC.mytrip.mvc 1.0.51.0 download and install MVC3 RC...EnhSim: EnhSim 2.3.0: 2.3.0This release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Changed how flame shoc...AutoLoL: AutoLoL v1.5.3: A message will be displayed when there's an update available Shows a list of recent mastery files in the Editor Tab (requested by quite a few people) Updater: Update information is now scrollable Added a buton to launch AutoLoL after updating is finished Updated the UI to match that of AutoLoL Fix: Detects and resolves 'Read Only' state on Version.xmlHawkeye - The .Net Runtime Object Editor: Hawkeye 1.2.4: [EDIT: 2010/01/10] In the case you are running an x86 Windows; please wait until Release 1.2.5 is made available: Hawkeye is broken on these OS. This is a maintenance release providing bug fixes. It comes in two flavors: Hawkeye.124.N2 is the standard .NET 2 build, was compiled with Visual Studio 2005 and can only inspect .NET 2 applications. Hawkeye.124.N4 is a .NET4 2 build, was compiled with Visual Studio 2010 and can only inspect .NET 4 applications. Please be patient until Release 1.3...Extended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...sNPCedit: sNPCedit v0.9d: added elementclient coordinate catcher to catch coordinates select a target (ingame) i.e. your char, npc or monster than click the button and coordinates+direction will be transfered to the selected row in the table corrected labels from Rot to Direction (because it is a vector)Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.StyleCop for ReSharper: StyleCop for ReSharper 5.1.14980.000: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the correct path ...VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance..NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...EFMVC - ASP.NET MVC 3 and EF Code First: EFMVC 0.5- ASP.NET MVC 3 and EF Code First: Demo web app ASP.NET MVC 3, Razor and EF Code FirstVidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch....NET Voice Recorder: Auto-Tune Release: This is the source code and binaries to accompany the article on the Coding 4 Fun website. It is the Auto Tuner release of the .NET Voice Recorder application.BloodSim: BloodSim - 1.3.2.0: - Simulation Log is now automatically disabled and hidden when running 10 or more iterations - Hit and Expertise are now entered by Rating, and include option for a Racial Expertise bonus - Added option for boss to use a periodic magic ability (Dragon Breath) - Added option for boss to periodically Enrage, gaining a Damage/Attack Speed buffJson.NET: Json.NET 4.0 Release 1: New feature - Added Windows Phone 7 project New feature - Added dynamic support to LINQ to JSON New feature - Added dynamic support to serializer New feature - Added INotifyCollectionChanged to JContainer in .NET 4 build New feature - Added ReadAsDateTimeOffset to JsonReader New feature - Added ReadAsDecimal to JsonReader New feature - Added covariance to IJEnumerable type parameter New feature - Added XmlSerializer style Specified property support New feature - Added ...New ProjectsAssimpXna: AssimpXna is a custom model importer for Xna 4.0 using the Open Asset Import Library (Assimp).ATCSim: This is an atc sim for a school projectAzure Role-Based Deployment: Azure Role-Based Deployment demonstrates how to use the CreateDeployment Windows Azure Service Management API to deploy an app from within a web role. This code can easily be ported to a worker role and thus included in the managment pack for a hosted service.CodeKata AltNet Hispano: Ejemplos de Code Kata usados por la comunidad AltNet Hispano.DataStoreCleaner: DataStoreCleaner clears "DataStore" folder which manages Windows Update History. It is useful for fixing WU error, or tune up Windows start-up. It's developed in C#.DS_HW2: dshw2EFT Calculator: EFT Calculator is an application that performs common cryptographic operations used in electronic funds transfer applications.Entity Visualizers: This project has debugger visualizers for several objects in the Entity Framework: EntityObject, EntityCollection, ObjectQuery and ObjectContext. Some of the source code is based on code from Julie Lerman's book "Programming Entity Framework".EzyCMS - Easy and Simple CMS made by ASP.Net MVC: EzyCMS makes both of end user and developer enjoy CMS benefit and extendability to perform requirements. The design principles: EASY TO USE, EASY TO EXTEND, FLEXIBLE AND PWOERFUL TECHNOLOGY: ASP.Net MVC2, NHibernate, StructureMap, JQueryFlatStore: Simple library to simplify storage of application data when a bulky dedicated database is cumbersome and unnecessaryGigantornis: Gigantornis is a tool for benchmarking your Hypertext Transfer Protocol (HTTP) server. It is designed to give you an impression of how your current server installation performs. This especially shows you how many requests per second your server installation is capable of serving.Gonte.Dal: Data access layer for NETLezatrus: Lezatrus is the open source project to help people find places to eat in Jakarta. It's developed in ASP.NET MVC using Razor and C#. It's the sample app for Pro ASP.NET MVC Coding Ninja facebook group.Moo: Moo is an object-to-object multi-mapper. It is able to use multiple different strategies (in a mix of convention, configuration, attributes and fluent calls) when mapping from one object to another.MvcXaml: A custom View Engine for ASP.NET MVC that allows Controller Action Methods to return dynamically generated images based on XAML markup.Perfect World Bot Development FrameWork: <empty yet>Silverlight motion detection: Motion detection using Silverlight 4 camera support and a simple motion detection algorithm.Small IT Business Manager: Small IT Business Manager is a tool being created keeping small-midsize IT companies in mind to allow them manage their day to day chores. Management Features planned: * Workers * Timesheets * Financial * HR * Basic Project Management * Invoicingsomething for testing: mot do an mau de test cac van de lien quan toi codeStructure Copier: This small program is supposed to copy tree structure of directory.TogNet: A small utility program to toggle between windows network adapters. Needed a program like this to switch between an external Wireless network and the corporate Lan network adapter.

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • CodePlex Daily Summary for Saturday, January 08, 2011

    CodePlex Daily Summary for Saturday, January 08, 2011Popular ReleasesExtended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...sNPCedit: sNPCedit v0.9d: added elementclient coordinate catcher to catch coordinates select a target (ingame) i.e. your char, npc or monster than click the button and coordinates+direction will be transfered to the selected row in the table corrected labels from Rot to Direction (because it is a vector)AutoLoL: AutoLoL v1.5.2: Implemented the Auto Updater Fix: Your settings will no longer be cleared with new releases of AutoLoL The mastery Editor and Browser now have their own tabs instead of nested tabs The Browser tab will only show the masteries matching ALL filters instead of just one Added a 'Browse' button in the Mastery Editor tab to open the Masteries Directory The Browser tab now shows a message when there are no mastery files in the Masteries Directory Fix: Fixed the Save As dialog again, for ...Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.StyleCop for ReSharper: StyleCop for ReSharper 5.1.14980.000: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the correct path ...VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance.SSH.NET Library: 2011.1.6: Fixes CommandTimeout default value is fixed to infinite. Port Forwarding feature improvements Memory leaks fixes New Features Add ErrorOccurred event to handle errors that occurred on different thread New and improve SFTP features SftpFile now has more attributes and some operations Most standard operations now available Allow specify encoding for command execution KeyboardInteractiveConnectionInfo class added for "keyboard-interactive" authentication. Add ability to specify bo....NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...VidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch....NET Voice Recorder: Auto-Tune Release: This is the source code and binaries to accompany the article on the Coding 4 Fun website. It is the Auto Tuner release of the .NET Voice Recorder application.BloodSim: BloodSim - 1.3.2.0: - Simulation Log is now automatically disabled and hidden when running 10 or more iterations - Hit and Expertise are now entered by Rating, and include option for a Racial Expertise bonus - Added option for boss to use a periodic magic ability (Dragon Breath) - Added option for boss to periodically Enrage, gaining a Damage/Attack Speed buffEnhSim: EnhSim 2.2.9 BETA: 2.2.9 BETAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Added in the Gobl...xUnit.net - Unit Testing for .NET: xUnit.net 1.7 Beta: xUnit.net release 1.7 betaBuild #1533 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision)...Json.NET: Json.NET 4.0 Release 1: New feature - Added Windows Phone 7 project New feature - Added dynamic support to LINQ to JSON New feature - Added dynamic support to serializer New feature - Added INotifyCollectionChanged to JContainer in .NET 4 build New feature - Added ReadAsDateTimeOffset to JsonReader New feature - Added ReadAsDecimal to JsonReader New feature - Added covariance to IJEnumerable type parameter New feature - Added XmlSerializer style Specified property support New feature - Added ...DbDocument: DbDoc Initial Version: DbDoc Initial versionASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.2: Atomic CMS 2.1.2 release notes Atomic CMS installation guide N2 CMS: 2.1: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) All-round improvements and bugfixes File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the template packs (above) and open the proj...Mobile Device Detection and Redirection: 0.1.11.10: IMPORTANT CHANGESThis release changes the way some WURFL capabilities and attributes are exposed to .NET developers. If you cast MobileCapabilities to return some values then please read the Release Note before implementing this release. The following code snippet can be used to access any WURFL capability. For instance, if the device is a tablet: string capability = Request.Browser["is_tablet"]; SummaryNew attributes have been added to the redirect section: originalUrlAsQueryString If se...Wii Backup Fusion: Wii Backup Fusion 1.0: - Norwegian translation - French translation - German translation - WBFS dump for analysis - Scalable full HQ cover - Support for log file - Load game images improved - Support for image splitting - Diff for images after transfer - Support for scrubbing modes - Search functionality for log - Recurse depth for Files/Load - Show progress while downloading game cover - Supports more databases for cover download - Game cover loading routines improvedBlogEngine.NET: BlogEngine.NET 2.0: Get DotNetBlogEngine for 3 Months Free! Click Here for More Info 3 Months FREE – BlogEngine.NET Hosting – Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.0 instructions. To get started, be sure to check out our installatio...New Projects2011 Scripting Games: Track Changes for the 2011 Scripting Games to be hosted on PoshCode by the Microsoft Scripting Guys and the PowerShell community. ADO.NET Unit Testable Repository Generator: Generates a strongly-typed Object Context and POCO Entities from your EDMX file. Additionally a Repository and an abstract Unit Test for the Repository is created (with a mock for the ObjectContext and mock for the ObjectSets). Bases on the "ADO.NET C# POCO Entity Generator".AshpazKhone: ???AVAilable Rooms: AVAilable Rooms Can be used to show and book rooms on an exchange serverContentManager: Content Manger for SAP Kpro exports the data pool of a content-server by PHIOS-Lists (txt-files) into local binary files. Afterwards this files can be imported in a SAP content-repository . The whole List of the PHIOS Keys can also be downloaded an splitted in practical units.CSLauncher: CSLauncher is a small application providing a launching interface similar to Counter Strike's weapons selection menu. You can organize your favorite applications in CSLauncher in the order you wish, then launch them by remembering their numbers.DbMetadata: A simple lightweight library used to retrieve database metadata.DotNetSiemensPLCToolBoxLibrary: DotNetSiemensPLCToolBoxLibrary A Library for working with Siemens Step5 and Step7 Projects, connecting to S5 or S7 PLC's.EmptyX: EmptyX is a game developped with c# and xna for the XNA CHALLENGE in AlgeriaERASMUS: Erasmus šitFaceDeBouc: Simplebook, le nouveau Facebook CPE! Technlogies .NET Serveur: - BDD SQLServer - Logique métier - Web services Clients: - client lourd WPF - client léger ASP.NETFunction resolver: Application using .NET Expression trees to resolve a function for a set of numbersMLRobotic: Programme de gestion MLRobotic 2011 Sissa ProjectMS CRM Multiple Attachment Download Application: Microsoft Dynamics CRM 4.0 currently does not have a built in way for CRM Administrators to Export multiple attachments from the database and store it on a local directory on the Server or the local PC. This application allows you to do so.Open Data Publisher: Open Data Publisher is a C# MVC application that allows you to quickly and easily publish data from SQL Server tables and views using the OData protocol, and present data from OData and static sources to the public for download and exploration.OttawaZagreb1: Test projectPrague: ????? ?? ???? ??????PSSplunk: PSSplunk is a set of Powershell cmdlets that use the RESTFUL API provided by www.splunk.com The goal is provide access to all of Splunks configuration and search features from the CLI without having to have Splunk installed locally.Reactive C#: Reactive language extensions for C#SemanaWebcasts: Projeto para semana de webcasts.Steward: Personal StewardSVNUG.Tracker: SVNUG.Tracker is an example task tracking application used as a presentation project for the Sangamon Valley .NET User Group (svnug.com). The purpose of SVNUG.Tracker is to be a common problem domain for exercising new .NET technology. SVNUG.Tracker is written in C# 4.The Silverlight Cookbook - A Reference Application for Silverlight 4 LOB Apps: The Silverlight Cookbook is a .NET example application that demonstrates how to build a full-blown line-of-business app using the reference architecture explained at: http://www.dennisdoomen.net/search/label/Silverlight Vkontakte Wpf Client: This is a simple client for social network Vkontakte. It can send message to your friends, download audio files or play it,list user video. Also you can view user status and change yours.Windows Phone Multilingual Keyboard: Multilingual keyboard for Windows Phone 7WPF Controls & MVVM Practices: WPF Controls contains various controls that can be used in applications. Currently Featured * FilteredListBox (filter and selected items notification) * IsDirty functionality for a ViewModel model

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  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

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  • Building dynamic OLAP data marts on-the-fly

    - by DrJohn
    At the forthcoming SQLBits conference, I will be presenting a session on how to dynamically build an OLAP data mart on-the-fly. This blog entry is intended to clarify exactly what I mean by an OLAP data mart, why you may need to build them on-the-fly and finally outline the steps needed to build them dynamically. In subsequent blog entries, I will present exactly how to implement some of the techniques involved. What is an OLAP data mart? In data warehousing parlance, a data mart is a subset of the overall corporate data provided to business users to meet specific business needs. Of course, the term does not specify the technology involved, so I coined the term "OLAP data mart" to identify a subset of data which is delivered in the form of an OLAP cube which may be accompanied by the relational database upon which it was built. To clarify, the relational database is specifically create and loaded with the subset of data and then the OLAP cube is built and processed to make the data available to the end-users via standard OLAP client tools. Why build OLAP data marts? Market research companies sell data to their clients to make money. To gain competitive advantage, market research providers like to "add value" to their data by providing systems that enhance analytics, thereby allowing clients to make best use of the data. As such, OLAP cubes have become a standard way of delivering added value to clients. They can be built on-the-fly to hold specific data sets and meet particular needs and then hosted on a secure intranet site for remote access, or shipped to clients' own infrastructure for hosting. Even better, they support a wide range of different tools for analytical purposes, including the ever popular Microsoft Excel. Extension Attributes: The Challenge One of the key challenges in building multiple OLAP data marts based on the same 'template' is handling extension attributes. These are attributes that meet the client's specific reporting needs, but do not form part of the standard template. Now clearly, these extension attributes have to come into the system via additional files and ultimately be added to relational tables so they can end up in the OLAP cube. However, processing these files and filling dynamically altered tables with SSIS is a challenge as SSIS packages tend to break as soon as the database schema changes. There are two approaches to this: (1) dynamically build an SSIS package in memory to match the new database schema using C#, or (2) have the extension attributes provided as name/value pairs so the file's schema does not change and can easily be loaded using SSIS. The problem with the first approach is the complexity of writing an awful lot of complex C# code. The problem of the second approach is that name/value pairs are useless to an OLAP cube; so they have to be pivoted back into a proper relational table somewhere in the data load process WITHOUT breaking SSIS. How this can be done will be part of future blog entry. What is involved in building an OLAP data mart? There are a great many steps involved in building OLAP data marts on-the-fly. The key point is that all the steps must be automated to allow for the production of multiple OLAP data marts per day (i.e. many thousands, each with its own specific data set and attributes). Now most of these steps have a great deal in common with standard data warehouse practices. The key difference is that the databases are all built to order. The only permanent database is the metadata database (shown in orange) which holds all the metadata needed to build everything else (i.e. client orders, configuration information, connection strings, client specific requirements and attributes etc.). The staging database (shown in red) has a short life: it is built, populated and then ripped down as soon as the OLAP Data Mart has been populated. In the diagram below, the OLAP data mart comprises the two blue components: the Data Mart which is a relational database and the OLAP Cube which is an OLAP database implemented using Microsoft Analysis Services (SSAS). The client may receive just the OLAP cube or both components together depending on their reporting requirements.  So, in broad terms the steps required to fulfil a client order are as follows: Step 1: Prepare metadata Create a set of database names unique to the client's order Modify all package connection strings to be used by SSIS to point to new databases and file locations. Step 2: Create relational databases Create the staging and data mart relational databases using dynamic SQL and set the database recovery mode to SIMPLE as we do not need the overhead of logging anything Execute SQL scripts to build all database objects (tables, views, functions and stored procedures) in the two databases Step 3: Load staging database Use SSIS to load all data files into the staging database in a parallel operation Load extension files containing name/value pairs. These will provide client-specific attributes in the OLAP cube. Step 4: Load data mart relational database Load the data from staging into the data mart relational database, again in parallel where possible Allocate surrogate keys and use SSIS to perform surrogate key lookup during the load of fact tables Step 5: Load extension tables & attributes Pivot the extension attributes from their native name/value pairs into proper relational tables Add the extension attributes to the views used by OLAP cube Step 6: Deploy & Process OLAP cube Deploy the OLAP database directly to the server using a C# script task in SSIS Modify the connection string used by the OLAP cube to point to the data mart relational database Modify the cube structure to add the extension attributes to both the data source view and the relevant dimensions Remove any standard attributes that not required Process the OLAP cube Step 7: Backup and drop databases Drop staging database as it is no longer required Backup data mart relational and OLAP database and ship these to the client's infrastructure Drop data mart relational and OLAP database from the build server Mark order complete Start processing the next order, ad infinitum. So my future blog posts and my forthcoming session at the SQLBits conference will all focus on some of the more interesting aspects of building OLAP data marts on-the-fly such as handling the load of extension attributes and how to dynamically alter the structure of an OLAP cube using C#.

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  • Unit testing statically typed functional code

    - by back2dos
    I wanted to ask you people, in which cases it makes sense to unit test statically typed functional code, as written in haskell, scala, ocaml, nemerle, f# or haXe (the last is what I am really interested in, but I wanted to tap into the knowledge of the bigger communities). I ask this because from my understanding: One aspect of unit tests is to have the specs in runnable form. However when employing a declarative style, that directly maps the formalized specs to language semantics, is it even actually possible to express the specs in runnable form in a separate way, that adds value? The more obvious aspect of unit tests is to track down errors that cannot be revealed through static analysis. Given that type safe functional code is a good tool to code extremely close to what your static analyzer understands. However a simple mistake like using x instead of y (both being coordinates) in your code cannot be covered. However such a mistake could also arise while writing the test code, so I am not sure whether its worth the effort. Unit tests do introduce redundancy, which means that when requirements change, the code implementing them and the tests covering this code must both be changed. This overhead of course is about constant, so one could argue, that it doesn't really matter. In fact, in languages like Ruby it really doesn't compared to the benefits, but given how statically typed functional programming covers a lot of the ground unit tests are intended for, it feels like it's a constant overhead one can simply reduce without penalty. From this I'd deduce that unit tests are somewhat obsolete in this programming style. Of course such a claim can only lead to religious wars, so let me boil this down to a simple question: When you use such a programming style, to which extents do you use unit tests and why (what quality is it you hope to gain for your code)? Or the other way round: do you have criteria by which you can qualify a unit of statically typed functional code as covered by the static analyzer and hence needs no unit test coverage?

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • SlimDX and Parsing .X Files

    - by P. Avery
    I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects: public void Parse(string filename, string templates, ref Frame aParam) { XFile xfile = null; XFileEnumerationObject enumObj = null; XFileData dataObj = null; // create file object xfile = new XFile(); // register templates if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure) { Console.WriteLine(Result.Last); xfile.Dispose(); return; } // create enumeration object enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto); if (enumObj == null) { xfile.Dispose(); return; } // get child count( returns 0 here ) long ncElements = enumObj.ChildCount; for (int i = 0; i < ncElements; ++i) { // never reached... dataObj = enumObj.GetChild(i); if (dataObj.IsReference) continue; try { Parse(dataObj, ref aParam); } catch (Exception e) { e.Write(); } finally { dataObj.Dispose(); } } enumObj.Dispose(); xfile.Dispose(); } ...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns... Here is .x file...a simple cube: xof 0303txt 0032 Frame Root { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Frame Cube { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Mesh Cube{ //Cube Mesh 36; -1.000000; 1.000000; 1.000000;, -1.000000;-1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000;-1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000; 0.999999; 1.000000;, -1.000000; 1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; MeshNormals { //Mesh Normals 36; 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; } //End of Mesh Normals MeshMaterialList { //Mesh Material List 1; 12; 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;; Material Material { 0.640000; 0.640000; 0.640000; 1.000000;; 96.078431; 0.500000; 0.500000; 0.500000;; 0.000000; 0.000000; 0.000000;; TextureFilename {"Yellow.jpg";} } } //End of Mesh Material List MeshTextureCoords UVMap{ //Mesh UV Coordinates 36; 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;; } //End of Mesh UV Coordinates } //End of Mesh Mesh } //End of Cube } //End of Root Frame

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  • Diamond-square terrain generation problem

    - by kafka
    I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It happens on the edges, when the terrain is recursively subdivided: Here is the source: void DiamondSquare(unsigned x1,unsigned y1,unsigned x2,unsigned y2,float range) { int c1 = (int)x2 - (int)x1; int c2 = (int)y2 - (int)y1; unsigned hx = (x2 - x1)/2; unsigned hy = (y2 - y1)/2; if((c1 <= 1) || (c2 <= 1)) return; // Diamond stage float a = m_heightmap[x1][y1]; float b = m_heightmap[x2][y1]; float c = m_heightmap[x1][y2]; float d = m_heightmap[x2][y2]; float e = (a+b+c+d) / 4 + GetRnd() * range; m_heightmap[x1 + hx][y1 + hy] = e; // Square stage float f = (a + c + e + e) / 4 + GetRnd() * range; m_heightmap[x1][y1+hy] = f; float g = (a + b + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y1] = g; float h = (b + d + e + e) / 4 + GetRnd() * range; m_heightmap[x2][y1+hy] = h; float i = (c + d + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y2] = i; DiamondSquare(x1, y1, x1+hx, y1+hy, range / 2.0); // Upper left DiamondSquare(x1+hx, y1, x2, y1+hy, range / 2.0); // Upper right DiamondSquare(x1, y1+hy, x1+hx, y2, range / 2.0); // Lower left DiamondSquare(x1+hx, y1+hy, x2, y2, range / 2.0); // Lower right } Parameters: (x1,y1),(x2,y2) - coordinates that define a region on a heightmap (default (0,0)(128,128)). range - basically max. height. (default 32) Help would be greatly appreciated.

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  • C#/XNA get hardware mouse position

    - by Sunder
    I'm using C# and trying to get hardware mouse position. First thing I tryed was simple XNA functionality that is simple to use Vector2 position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); After that i do the drawing of mouse as well, and comparing to windows hardware mouse, this new mouse with xna provided coordinates is "slacking off". By that i mean, that it is behind by few frames. For example if game is runing at 600 fps, of curse it will be responsive, but at 60 fps software mouse delay is no longer acceptable. Therefore I tried using what I thought was a hardware mouse, [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] public static extern bool GetCursorPos(out POINT lpPoint); but the result was exactly the same. I also tried geting Windows form cursor, and that was a dead end as well - worked, but with the same delay. Messing around with xna functionality: GraphicsDeviceManager.SynchronizeWithVerticalRetrace = true/false Game.IsFixedTimeStep = true/fale did change the delay time for somewhat obvious reasons, but the bottom line is that regardless it still was behind default Windows mouse. I'v seen in some games, that they provide option for hardware acelerated mouse, and in others(I think) it is already by default. Can anyone give some lead on how to achieve that.

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