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  • SQL SERVER – Get Schema Name from Object ID using OBJECT_SCHEMA_NAME

    - by pinaldave
    Sometime a simple solution have even simpler solutions but we often do not practice it as we do not see value in it or find it useful. Well, today’s blog post is also about something which I have seen not practiced much in codes. We are so much comfortable with alternative usage that we do not feel like switching how we query the data. I was going over forums and I noticed that at one place user has used following code to get Schema Name from ObjectID. USE AdventureWorks2012 GO SELECT s.name AS SchemaName, t.name AS TableName, s.schema_id, t.OBJECT_ID FROM sys.Tables t INNER JOIN sys.schemas s ON s.schema_id = t.schema_id WHERE t.name = OBJECT_NAME(46623209) GO Before I continue let me say I do not see anything wrong with this script. It is just fine and one of the way to get SchemaName from Object ID. However, I have been using function OBJECT_SCHEMA_NAME to get the schema name. If I have to write the same code from the beginning I would have written the same code as following. SELECT OBJECT_SCHEMA_NAME(46623209) AS SchemaName, t.name AS TableName, t.schema_id, t.OBJECT_ID FROM sys.tables t WHERE t.name = OBJECT_NAME(46623209) GO Now, both of the above code give you exact same result. If you remove the WHERE condition it will give you information of all the tables of the database. Now the question is which one is better – honestly – it is not about one is better than other. Use the one which you prefer to use. I prefer to use second one as it requires less typing. Let me ask you the same question to you – which method to get schema name do yo use? and Why? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL System Table, SQL Tips and Tricks, T SQL, Technology

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • How does this ruby error handling module code work

    - by Michael Durrant
    Trying to get a better handle on ruby exception handling. I have this code (from a book): def err_with_msg(pattern) m = Module.new (class << m; self; end).instance_eval do define_method(:===) do |e| pattern === e.msg end end m end So ok this is a method. We're creating a new Module. I think of module as mix-ins. Not sure what it's doing here. Not we add the module to the class. Fair enough. Then we have self on its own. What that for? I guess we have a little anonymouse method this is just about self. hmmm ok, now for each of the above, check the pattern match. but for each, I thought the above for for a new Module, did the module get to use instance's by being included? A better explanation of what's going on here would be most helpful.

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  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

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  • Can't get Wireless to work! (Fujitsu siemens ESPRIMO Mobile u9200) Ubuntu 12.4

    - by Martin Oscarsson
    I can't get wireless to work on my computer. I have recently installed 12.04. Computer name: (Fujitsu siemens ESPRIMO Mobile u9200) Hardware button starts bluetooth - so can't start that way. Have searched the Internet for help but can't find any on my specific problem! State: connected (global) - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: ath5k State: disconnected Default: no *-network beskrivning: Trådlöst gränssnitt produkt: AR242x / AR542x Wireless Network Adapter (PCI-Express) tillverkare: Atheros Communications Inc. *-network beskrivning: Ethernet interface produkt: 88E8055 PCI-E Gigabit Ethernet Controller tillverkare: Marvell Technology Group Ltd. HERE IS ALL THE NETWORK INFO: ellika@ellikas:~$ ifconfig eth0 Link encap:Ethernet HWaddr 00:1e:33:00:96:9a inet addr:192.168.1.26 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:33ff:fe00:969a/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13778 errors:0 dropped:0 overruns:0 frame:0 TX packets:9510 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:14022669 (14.0 MB) TX bytes:1001621 (1.0 MB) Interrupt:17 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1542 errors:0 dropped:0 overruns:0 frame:0 TX packets:1542 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:125040 (125.0 KB) TX bytes:125040 (125.0 KB) ellika@ellikas:~$ sudo ifconfig [sudo] password for ellika: eth0 Link encap:Ethernet HWaddr 00:1e:33:00:96:9a inet addr:192.168.1.26 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:33ff:fe00:969a/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13801 errors:0 dropped:0 overruns:0 frame:0 TX packets:9528 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:14024965 (14.0 MB) TX bytes:1002836 (1.0 MB) Interrupt:17 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1542 errors:0 dropped:0 overruns:0 frame:0 TX packets:1542 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:125040 (125.0 KB) TX bytes:125040 (125.0 KB) ellika@ellikas:~$ sudo ifconfig wlan0 up SIOCSIFFLAGS: Operationen inte möjlig p.g.a. RF-kill ellika@ellikas:~$ phy0 Wireless LAN phy0: command not found ellika@ellikas:~$ rfkill Usage: rfkill [options] command Options: --version show version (0.4-1ubuntu2 (Ubuntu)) Commands: help event list [IDENTIFIER] block IDENTIFIER unblock IDENTIFIER where IDENTIFIER is the index no. of an rfkill switch or one of: <idx> all wifi wlan bluetooth uwb ultrawideband wimax wwan gps fm ellika@ellikas:~$ sudo rf-kill unblock all sudo: rf-kill: kommandot hittades inte ellika@ellikas:~$ sudo rfkill unblock all ellika@ellikas:~$ sedan sudo ifconfig wlan0 sedan: command not found ellika@ellikas:~$ sudo ifconfig wlan0 wlan0 Link encap:Ethernet HWaddr 00:22:5f:3f:63:76 BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) ellika@ellikas:~$ ^C ellika@ellikas:~$ ^C ellika@ellikas:~$ sudo rfkill unblock all ellika@ellikas:~$ sudo ifconfig wlan0 up SIOCSIFFLAGS: Operationen inte möjlig p.g.a. RF-kill ellika@ellikas:~$ sudo rfkill unblock all ellika@ellikas:~$ sudo rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes ellika@ellikas:~$ sudo rfkill unblock all ellika@ellikas:~$ echo -e "sudo lshw --class network:\n\n$(sudo lshw -c network)\n\nlspci -nnn | grep Ethernet:\n\n$(lspci -nnn | grep Ethernet)\n\nlsusb:\n\n$(lsusb)\n\niwlist wlan0 scanning:\n\n$(iwlist wlan0 scanning)\n\nrfkill list:\n\n$(rfkill list)\n\nping -c 5 google.com:\n\n$(ping -c 5 google.com)\n\nhost google.com 8.8.8.8:\n\n$(host google.com 8.8.8.8)\n\nlsb_release -a:\n\n$(lsb_release -a)\n\nuname -a:\n\n$(uname -a)" ^[[C^[[C^[[C^[[C^[[C^[[B wlan0 Failed to read scan data : Network is down No LSB modules are available. sudo lshw --class network: *-network beskrivning: Ethernet interface produkt: 88E8055 PCI-E Gigabit Ethernet Controller tillverkare: Marvell Technology Group Ltd. physical id: 0 bus info: pci@0000:04:00.0 logiskt namn: eth0 version: 14 serienummer: 00:1e:33:00:96:9a storlek: 100Mbit/s kapacitet: 1Gbit/s bredd: 64 bits klocka: 33MHz förmågor: pm vpd msi pciexpress bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation konfiguration: autonegotiation=on broadcast=yes driver=sky2 driverversion=1.30 duplex=full firmware=N/A ip=192.168.1.26 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resurser: irq:44 memory:f8000000-f8003fff ioport:3000(storlek=256) memory:f2000000-f201ffff *-network INAKTIVERAD beskrivning: Trådlöst gränssnitt produkt: AR242x / AR542x Wireless Network Adapter (PCI-Express) tillverkare: Atheros Communications Inc. physical id: 0 bus info: pci@0000:06:00.0 logiskt namn: wlan0 version: 04 serienummer: 00:22:5f:3f:63:76 bredd: 64 bits klocka: 33MHz förmågor: pm msi pciexpress msix bus_master cap_list ethernet physical wireless konfiguration: broadcast=yes driver=ath5k driverversion=3.2.0-30-generic-pae firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bg resurser: irq:18 memory:fa000000-fa00ffff lspci -nnn | grep Ethernet: 04:00.0 Ethernet controller [0200]: Marvell Technology Group Ltd. 88E8055 PCI-E Gigabit Ethernet Controller [11ab:4363] (rev 14) 06:00.0 Ethernet controller [0200]: Atheros Communications Inc. AR242x / AR542x Wireless Network Adapter (PCI-Express) [168c:001c] (rev 04) lsusb: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 05e3:0715 Genesys Logic, Inc. USB 2.0 microSD Reader Bus 001 Device 003: ID 05c8:0103 Cheng Uei Precision Industry Co., Ltd (Foxlink) FO13FF-65 PC-CAM iwlist wlan0 scanning: rfkill list: 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes ping -c 5 google.com: PING google.com (173.194.32.34) 56(84) bytes of data. 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=1 ttl=55 time=10.6 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=2 ttl=55 time=10.5 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=3 ttl=55 time=10.4 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=4 ttl=55 time=10.4 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=5 ttl=55 time=10.4 ms --- google.com ping statistics --- 5 packets transmitted, 5 received, 0% packet loss, time 4004ms rtt min/avg/max/mdev = 10.451/10.517/10.631/0.062 ms host google.com 8.8.8.8: Using domain server: Name: 8.8.8.8 Address: 8.8.8.8#53 Aliases: google.com has address 173.194.32.36 google.com has address 173.194.32.38 google.com has address 173.194.32.41 google.com has address 173.194.32.37 google.com has address 173.194.32.35 google.com has address 173.194.32.39 google.com has address 173.194.32.33 google.com has address 173.194.32.34 google.com has address 173.194.32.46 google.com has address 173.194.32.32 google.com has address 173.194.32.40 google.com has IPv6 address 2a00:1450:400f:801::100e google.com mail is handled by 40 alt3.aspmx.l.google.com. google.com mail is handled by 20 alt1.aspmx.l.google.com. google.com mail is handled by 30 alt2.aspmx.l.google.com. google.com mail is handled by 50 alt4.aspmx.l.google.com. google.com mail is handled by 10 aspmx.l.google.com. lsb_release -a: Distributor ID: Ubuntu Description: Ubuntu 12.04.1 LTS Release: 12.04 Codename: precise uname -a: Linux ellikas 3.2.0-30-generic-pae #48-Ubuntu SMP Fri Aug 24 17:14:09 UTC 2012 i686 i686 i386 GNU/Linux ellika@ellikas:~$ ellika@ellikas:~$ clear ellika@ellikas:~$ echo -e "sudo lshw --class network:\n\n$(sudo lshw -c network)\n\nlspci -nnn | grep Ethernet:\n\n$(lspci -nnn | grep Ethernet)\n\nlsusb:\n\n$(lsusb)\n\niwlist wlan0 scanning:\n\n$(iwlist wlan0 scanning)\n\nrfkill list:\n\n$(rfkill list)\n\nping -c 5 google.com:\n\n$(ping -c 5 google.com)\n\nhost google.com 8.8.8.8:\n\n$(host google.com 8.8.8.8)\n\nlsb_release -a:\n\n$(lsb_release -a)\n\nuname -a:\n\n$(uname -a)" wlan0 Failed to read scan data : Network is down No LSB modules are available. sudo lshw --class network: *-network beskrivning: Ethernet interface produkt: 88E8055 PCI-E Gigabit Ethernet Controller tillverkare: Marvell Technology Group Ltd. physical id: 0 bus info: pci@0000:04:00.0 logiskt namn: eth0 version: 14 serienummer: 00:1e:33:00:96:9a storlek: 100Mbit/s kapacitet: 1Gbit/s bredd: 64 bits klocka: 33MHz förmågor: pm vpd msi pciexpress bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation konfiguration: autonegotiation=on broadcast=yes driver=sky2 driverversion=1.30 duplex=full firmware=N/A ip=192.168.1.26 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resurser: irq:44 memory:f8000000-f8003fff ioport:3000(storlek=256) memory:f2000000-f201ffff *-network INAKTIVERAD beskrivning: Trådlöst gränssnitt produkt: AR242x / AR542x Wireless Network Adapter (PCI-Express) tillverkare: Atheros Communications Inc. physical id: 0 bus info: pci@0000:06:00.0 logiskt namn: wlan0 version: 04 serienummer: 00:22:5f:3f:63:76 bredd: 64 bits klocka: 33MHz förmågor: pm msi pciexpress msix bus_master cap_list ethernet physical wireless konfiguration: broadcast=yes driver=ath5k driverversion=3.2.0-30-generic-pae firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bg resurser: irq:18 memory:fa000000-fa00ffff lspci -nnn | grep Ethernet: 04:00.0 Ethernet controller [0200]: Marvell Technology Group Ltd. 88E8055 PCI-E Gigabit Ethernet Controller [11ab:4363] (rev 14) 06:00.0 Ethernet controller [0200]: Atheros Communications Inc. AR242x / AR542x Wireless Network Adapter (PCI-Express) [168c:001c] (rev 04) lsusb: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 05e3:0715 Genesys Logic, Inc. USB 2.0 microSD Reader Bus 001 Device 003: ID 05c8:0103 Cheng Uei Precision Industry Co., Ltd (Foxlink) FO13FF-65 PC-CAM iwlist wlan0 scanning: rfkill list: 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes ping -c 5 google.com: PING google.com (173.194.32.34) 56(84) bytes of data. 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=1 ttl=55 time=10.6 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=2 ttl=55 time=10.5 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=3 ttl=55 time=10.4 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=4 ttl=55 time=10.4 ms 64 bytes from arn06s02-in-f2.1e100.net (173.194.32.34): icmp_req=5 ttl=55 time=10.5 ms --- google.com ping statistics --- 5 packets transmitted, 5 received, 0% packet loss, time 4004ms rtt min/avg/max/mdev = 10.476/10.522/10.602/0.045 ms host google.com 8.8.8.8: Using domain server: Name: 8.8.8.8 Address: 8.8.8.8#53 Aliases: google.com has address 173.194.32.36 google.com has address 173.194.32.38 google.com has address 173.194.32.41 google.com has address 173.194.32.37 google.com has address 173.194.32.35 google.com has address 173.194.32.39 google.com has address 173.194.32.33 google.com has address 173.194.32.34 google.com has address 173.194.32.46 google.com has address 173.194.32.32 google.com has address 173.194.32.40 google.com has IPv6 address 2a00:1450:400f:801::100e google.com mail is handled by 40 alt3.aspmx.l.google.com. google.com mail is handled by 20 alt1.aspmx.l.google.com. google.com mail is handled by 30 alt2.aspmx.l.google.com. google.com mail is handled by 50 alt4.aspmx.l.google.com. google.com mail is handled by 10 aspmx.l.google.com. lsb_release -a: Distributor ID: Ubuntu Description: Ubuntu 12.04.1 LTS Release: 12.04 Codename: precise uname -a: Linux ellikas 3.2.0-30-generic-pae #48-Ubuntu SMP Fri Aug 24 17:14:09 UTC 2012 i686 i686 i386 GNU/Linux

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  • 1136: Incorrect number of arguments. Expected 0 AS3 Flash CS5.5 [on hold]

    - by Erick
    how do I solve this error? I've been trying to get the answer online but have not been successful. I'm trying to learn As3 for flash so I decided to try making a preloader for a game. Preloader.as package com.game.moran { import flash.display.LoaderInfo; import flash.display.MovieClip; import flash.events.*; public class ThePreloader extends MovieClip { private var fullWidth:Number; public var ldrInfo:LoaderInfo; public function ThePreloader (fullWidth:Number = 0, ldrInfo:LoaderInfo = null) { this.fullWidth = fullWidth; this.ldrInfo = ldrInfo; addEventListener(Event.ENTER_FRAME, checkLoad); } private function checkLoad (e:Event) : void { if (ldrInfo.bytesLoaded == ldrInfo.bytesTotal && ldrInfo.bytesTotal !=0) { dispatchEvent (new Event ("loadComplete")); phaseOut(); } updateLoader (ldfInfo.bytesLoaded / ldrInfo.bytesTotal); } private function updateLoader(num:Number) : void { mcPreloaderBar.Width = num * fullWidth; } private function phaseOut() : void { removeEventListener (Event.ENTER_FRAME, checkLoad); phaseComplete(); } private function phaseComplete() : void { dispatchEvent (new Event ("preloaderFinished")); } } } Engine.as package com.game.moran { import flash.display.MovieClip; import flash.display.Sprite; import flash.events.Event; public class Engine extends MovieClip { private var preloader:ThePreloader; public function Engine() { preloader = new ThePreloader(732, this.loaderInfo); stage.addChild(preloader); preloader.addEventListener("loadComplete", loadAssets); preloader.addEventListener("preloaderFinished", showSponsors); } private function loadAssets (e:Event) : void { this.play(); } private function showSponsors(e:Event) : void { stage.removeChild(preloader); trace("show sponsors") } } } The line being flagged as an error is line 13 in Engine.as.

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • When do domain concepts become application constructs?

    - by Noren
    I recently posted a question regarding recovering a DDD architecture that became an anemic domain model into a multitier architecture and this question is a follow-on of sorts. My question is when do domain concepts become application constructs. My application is a local client C# 4/WPF with the following architecture: Presentation Layer Views ViewModels Business Layer ??? Domain Layer Classes that take the POCOs with primitive types and create domain concepts (e.g. image, layer, etc) Sanity checks values (e.g. image width 0) Interfaces for DTOs Interface for a repository that abstracts the filesystem Data Access Layer Classes that parse the proprietary binary files into POCOs with primitive types by explicit knowledge of the file format Implementation of domain DTOs Implementation of domain repository class Local Filesystem Proprietary binary files When does the MyImageType domain class with Int32 width, height, and Int32[] pixels become a System.Windows.Media.ImageDrawing? If I put it in the domain layer, it seems like implemenation details are being leaked (what if I didn't want to use WPF?). If I put it in the presentation layer, it seems like it's doing too much. If I create a business layer, it seems like it would be doing too little since there are few "rules" given the CRUD nature of the application. I think all of my reading has lead to analysis paralysis, so I thought fresh eyes might lend some perspective.

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  • Vector with Constant-Time Remove - still a Vector?

    - by Darrel Hoffman
    One of the drawbacks of most common implementations of the Vector class (or ArrayList, etc. Basically any array-backed expandable list class) is that their remove() operation generally operates in linear time - if you remove an element, you must shift all elements after it one space back to keep the data contiguous. But what if you're using a Vector just to be a list-of-things, where the order of the things is irrelevant? In this case removal can be accomplished in a few simple steps: Swap element to be removed with the last element in the array Reduce size field by 1. (No need to re-allocate the array, as the deleted item is now beyond the size field and thus not "in" the list any more. The next add() will just overwrite it.) (optional) Delete last element to free up its memory. (Not needed in garbage-collected languages.) This is clearly now a constant-time operation, since only performs a single swap regardless of size. The downside is of course that it changes the order of the data, but if you don't care about the order, that's not a problem. Could this still be called a Vector? Or is it something different? It has some things in common with "Set" classes in that the order is irrelevant, but unlike a Set it can store duplicate values. (Also most Set classes I know of are backed by a tree or hash map rather than an array.) It also bears some similarity to Heap classes, although without the log(N) percolate steps since we don't care about the order.

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • SSIS Send Mail Task and ForceExecutionValue Error

    - by Kevin Shyr
    I tried to use the "ForcedExecutionValue" on several Send Mail Tasks and log the execution into a ExecValueVariable so that at the end of the package I can log into a table to say whether the data check is successful or not (by determine whether an email was sent out) I set up a Boolean variable that is accessible at the package level, then set up my Send Mail Task as the screenshot below with Boolean as my ForcedExecutionValueType.  When I run the package, I got the error described below. Just to make sure this is not another issue of SSIS having with Boolean type ( you also can't set variable value from xp_cmdshell of type Boolean), I used variables of types String, Int32, DateTime with the corresponding ForcedExecutionValueType.  The only way to get around this error, was to set my variable to type Object, but then when you try to get the value out later, the Object is null. I didn't spend enough time on this to see whether it's really a bug in SSIS or not, or is this just how Send Mail Task works.  Just want to log the error and will circle back on this later to narrow down the issue some more.  In the meantime, please share if you have run into the same problem.  The current workaround is to attach a script task at the end. Also, need to note 2 existing limitation: Data check needs to be done serially because every check needs to be inner join to a master table.  The master table has all the data in a single XML column and hence need to be retrieved with XQuery (a fundamental design flaw that needs to be changed) The next iteration will be to change this design into a FOR loop and pull out the checking query from a table somewhere with all the info needed for email task, but is being put to the back of the priority. Error Message: Error: 0xC001F009 at CountCheckBetweenODSAndCleanSchema: The type of the value being assigned to variable "User::WasErrorEmailEverSent" differs from the current variable type. Variables may not change type during execution. Variable types are strict, except for variables of type Object. Error: 0xC0019001 at Send Mail Task on count mismatch: The wrapper was unable to set the value of the variable specified in the ExecutionValueVariable property.   Screenshot of my Send Mail Task setup:

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  • How-to read data from selected tree node

    - by Frank Nimphius
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} By default, the SelectionListener property of an ADF bound tree points to the makeCurrent method of the FacesCtrlHierBinding class in ADF to synchronize the current row in the ADF binding layer with the selected tree node. To customize the selection behavior, or just to read the selected node value in Java, you override the default configuration with an EL string pointing to a managed bean method property. In the following I show how you change the selection listener while preserving the default ADF selection behavior. To change the SelectionListener, select the tree component in the Structure Window and open the Oracle JDeveloper Property Inspector. From the context menu, select the Edit option to create a new listener method in a new or an existing managed bean. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} For this example, I created a new managed bean. On tree node select, the managed bean code prints the selected tree node value(s) import java.util.List; import javax.el.ELContext; import javax.el.ExpressionFactory; import javax.el.MethodExpression; import javax.faces.application.Application; import javax.faces.context.FacesContext; import java.util.Iterator; import oracle.adf.view.rich.component.rich.data.RichTree; import oracle.jbo.Row; import oracle.jbo.uicli.binding.JUCtrlHierBinding; import oracle.jbo.uicli.binding.JUCtrlHierNodeBinding; import org.apache.myfaces.trinidad.event.SelectionEvent; import org.apache.myfaces.trinidad.model.CollectionModel; import org.apache.myfaces.trinidad.model.RowKeySet; import org.apache.myfaces.trinidad.model.TreeModel; public class TreeSampleBean { public TreeSampleBean() {} public void onTreeSelect(SelectionEvent selectionEvent) { //original selection listener set by ADF //#{bindings.allDepartments.treeModel.makeCurrent} String adfSelectionListener = "#{bindings.allDepartments.treeModel.makeCurrent}";   //make sure the default selection listener functionality is //preserved. you don't need to do this for multi select trees //as the ADF binding only supports single current row selection     /* START PRESERVER DEFAULT ADF SELECT BEHAVIOR */ FacesContext fctx = FacesContext.getCurrentInstance(); Application application = fctx.getApplication(); ELContext elCtx = fctx.getELContext(); ExpressionFactory exprFactory = application.getExpressionFactory();   MethodExpression me = null;   me = exprFactory.createMethodExpression(elCtx, adfSelectionListener,                                           Object.class, newClass[]{SelectionEvent.class});   me.invoke(elCtx, new Object[] { selectionEvent });     /* END PRESERVER DEFAULT ADF SELECT BEHAVIOR */   RichTree tree = (RichTree)selectionEvent.getSource(); TreeModel model = (TreeModel)tree.getValue();  //get selected nodes RowKeySet rowKeySet = selectionEvent.getAddedSet();   Iterator rksIterator = rowKeySet.iterator();   //for single select configurations,this only is called once   while (rksIterator.hasNext()) {     List key = (List)rksIterator.next();     JUCtrlHierBinding treeBinding = null;     CollectionModel collectionModel = (CollectionModel)tree.getValue();     treeBinding = (JUCtrlHierBinding)collectionModel.getWrappedData();     JUCtrlHierNodeBinding nodeBinding = null;     nodeBinding = treeBinding.findNodeByKeyPath(key);     Row rw = nodeBinding.getRow();     //print first row attribute. Note that in a tree you have to     //determine the node type if you want to select node attributes     //by name and not index      String rowType = rw.getStructureDef().getDefName();       if(rowType.equalsIgnoreCase("DepartmentsView")){      System.out.println("This row is a department: " +                          rw.getAttribute("DepartmentId"));     }     else if(rowType.equalsIgnoreCase("EmployeesView")){      System.out.println("This row is an employee: " +                          rw.getAttribute("EmployeeId"));     }        else{       System.out.println("Huh????");     }     // ... do more useful stuff here   } } -------------------- Download JDeveloper 11.1.2.1 Sample Workspace

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  • ASP.NET Session Management

    - by geekrutherford
    Great article (a little old but still relevant) about the inner workings of session management in ASP.NET: Underpinnings of the Session State Management Implementation in ASP.NET.   Using StateServer and the BinaryFormatter serialization occuring caused me quite the headache over the last few days. Curiously, it appears the w3wp.exe process actually consumes more memory when utilizing StateServer and storing somewhat large and complex data types in session.   Users began experiencing Out Of Memory exceptions in the production environment. Looking at the stack trace it related to serialization using the BinaryFormatter. Using remote debugging against our QA server I noted that the code in the application functioned without issue. The exception occured outside the context of the application itself when the request had completed and the web server was trying to serialize session state into the StateServer.   The short term solution is switching back to the InProc method. Thus far this has proven to consume considerably less memory and has caused no issues. Long term the complex object stored in session will be off-loaded into a web service used to access the information directly from the database outside the context of the object used to encapsulate it.

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Object oriented EDI handling in PHP

    - by Robert van der Linde
    I'm currently starting a new sub project where I will: Retrieve the order information from our mainframe Save the order information to our web-apps' database Send the order as EDI (either D01b or D93a) Receive the order response, despatch advice and invoice messages Do all kinds of fun things with the resulting datasets. However I am struggling with my initial class designs. The order information will be retrieved from the mainframe which will result in a "AOrder" class, this isn't a problem, I am not sure about how to mold this local object into an EDI string. Should I create EDIOrder/EDIOrderResponse/etc classes with matching decorators (EDIOrderD01BDecorator, EDIOrderD93ADecorator)? Do I need builder objects or can I do: // $myOrder is instance of AOrder $myOrder->toEDIOrder(); $decorator = new EDIOrderD01BDecorator($myOrder); $edi = $decorator->getEDIString(); And it'll have to work the other way around as well. Is the following code a good way of handling this problem or should I go about this differently? $ediString = $myEDIMessageBroker->fetch(); $ediOrderResponse = EDIOrderResponse::fromString($ediString); I'm just not so sure about how I should go about designing the classes and interactions between them. Thanks for reading and helping.

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  • Cannot execute Java program: UnsupportedClassVersionError

    - by Ricko Devian
    I have installed JDK 6, but I can't execute a Java program. For example, I have made test.java. I compile it with javac tes.java and there's no error when I compile it, but when I want to execute that program it always displays an error. I execute the Java program with java tes. Exception in thread "main" java.lang.UnsupportedClassVersionError: tes : Unsupported major.minor version 51.0 at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:634) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142) at java.net.URLClassLoader.defineClass(URLClassLoader.java:277) at java.net.URLClassLoader.access$000(URLClassLoader.java:73) at java.net.URLClassLoader$1.run(URLClassLoader.java:212) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:321) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294) at java.lang.ClassLoader.loadClass(ClassLoader.java:266) Could not find the main class: tes. Program will exit. My javac version is 1.7.0, my java version is 1.6.0. Here is my tes.java code: class tes{ public static void main(String[]args){ System.out.println("hello"); } }

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  • JUnit Testing in Multithread Application

    - by e2bady
    This is a problem me and my team faces in almost all of the projects. Testing certain parts of the application with JUnit is not easy and you need to start early and to stick to it, but that's not the question I'm asking. The actual problem is that with n-Threads, locking, possible exceptions within the threads and shared objects the task of testing is not as simple as testing the class, but testing them under endless possible situations within threading. To be more precise, let me tell you about the design of one of our applications: When a user makes a request several threads are started that each analyse a part of the data to complete the analysis, these threads run a certain time depending on the size of the chunk of data (which are endless and of uncertain quality) to analyse, or they may fail if the data was insufficient/lacking quality. After each completed its analysis they call upon a handler which decides after each thread terminates if the collected analysis-data is sufficient to deliver an answer to the request. All of these analysers share certain parts of the applications (some parts because the instances are very big and only a certain number can be loaded into memory and those instances are reusable, some parts because they have a standing connection, where connecting takes time, ex.gr. sql connections) so locking is very common (done with reentrant-locks). While the applications runs very efficient and fast, it's not very easy to test it under real-world conditions. What we do right now is test each class and it's predefined conditions, but there are no automated tests for interlocking and synchronization, which in my opionion is not very good for quality insurances. Given this example how would you handle testing the threading, interlocking and synchronization?

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  • Segmentation fault while switching QCompleter for QLineEdit [on hold]

    - by san
    I have a QLineEdit that uses autocompletion one which on focusIn event in which it shows paths from XML List(here I have used hardcoded list) but if user doesn't find the path from that list popped by QCompleter than I want user to be able to browse to path typing '/' in QLineEdit , I am not able to select the paths say /Users etc and on trying to type Segmentation fault occurs. from PyQt4.Qt import Qt, QObject,QLineEdit from PyQt4.QtCore import pyqtSlot,SIGNAL,SLOT from PyQt4 import QtGui, QtCore import sys class DirLineEdit(QLineEdit, QtCore.QObject): """docstring for DirLineEdit""" def __init__(self): super(DirLineEdit, self).__init__() self.defaultList = ['~/Development/python/searchMethod', '~/Development/Nuke_python', '~/Development/python/openexr', '~/Development/python/cpp2python'] self.textChanged.connect(self.__dirCompleter) def focusInEvent(self, event): if len(self.text()) == 0: self._pathsList() QtGui.QLineEdit.focusInEvent(self, event) self.completer().complete() def __dirCompleter(self): if len(self.text()) == 0: model = MyListModel(self.defaultList, self) completer = QtGui.QCompleter(model, self) completer.setModel(model) else: dirModel = QtGui.QFileSystemModel() dirModel.setRootPath(QtCore.QDir.currentPath()) dirModel.setFilter(QtCore.QDir.AllDirs | QtCore.QDir.NoDotAndDotDot | QtCore.QDir.Files) dirModel.setNameFilterDisables(0) completer = QtGui.QCompleter(dirModel, self) completer.setCaseSensitivity(QtCore.Qt.CaseInsensitive) completer.setModel(dirModel) self.setCompleter(completer) def _pathsList(self): completerList = QtCore.QStringList() for i in self.defaultList: completerList.append(QtCore.QString(i)) lineEditCompleter = QtGui.QCompleter(completerList) lineEditCompleter.setCompletionMode(QtGui.QCompleter.UnfilteredPopupCompletion) self.setCompleter(lineEditCompleter) class MyListModel(QtCore.QAbstractListModel): def __init__(self, datain, parent=None, *args): """ datain: a list where each item is a row """ QtCore.QAbstractTableModel.__init__(self, parent, *args) self.listdata = datain def rowCount(self, parent=QtCore.QModelIndex()): return len(self.listdata) def data(self, index, role): if index.isValid() and role == QtCore.Qt.DisplayRole: return QtCore.QVariant(self.listdata[index.row()]) else: return QtCore.QVariant() app = QtGui.QApplication(sys.argv) smObj = DirLineEdit() smObj.show() app.exec_() Please help fix this or suggest better way of implementation?

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  • Banshee crashes consistently - is there a fix?

    - by user36334
    Since updating to ubuntu 11.10 I've had trouble with banshee. In particular when I run it I find that it crashes within an hour without fail. I get the following Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object at Mono.Zeroconf.Providers.AvahiDBus.BrowseService.DisposeResolver () [0x00000] in <filename unknown>:0 at Mono.Zeroconf.Providers.AvahiDBus.BrowseService.Dispose () [0x00000] in <filename unknown>:0 at Mono.Zeroconf.Providers.AvahiDBus.ServiceBrowser.OnItemRemove (Int32 interface, Protocol protocol, System.String name, System.String type, System.String domain, LookupResultFlags flags) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at System.Delegate.DynamicInvokeImpl (System.Object[] args) [0x00000] in <filename unknown>:0 at System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) [0x00000] in <filename unknown>:0 at System.Delegate.DynamicInvoke (System.Object[] args) [0x00000] in <filename unknown>:0 at NDesk.DBus.Connection.HandleSignal (NDesk.DBus.Message msg) [0x00000] in <filename unknown>:0 at NDesk.DBus.Connection.DispatchSignals () [0x00000] in <filename unknown>:0 at NDesk.DBus.Connection.Iterate () [0x00000] in <filename unknown>:0 at Mono.Zeroconf.Providers.AvahiDBus.DBusManager.IterateThread (System.Object o) [0x00000] in <filename unknown>:0 Does anyone else also have this problem?

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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Is there a name for the Builder Pattern where the Builder is implemented via interfaces so certain parameters are required?

    - by Zipper
    So we implemented the builder pattern for most of our domain to help in understandability of what actually being passed to a constructor, and for the normal advantages that a builder gives. The one twist was that we exposed the builder through interfaces so we could chain required functions and unrequired functions to make sure that the correct parameters were passed. I was curious if there was an existing pattern like this. Example below: public class Foo { private int someThing; private int someThing2; private DateTime someThing3; private Foo(Builder builder) { this.someThing = builder.someThing; this.someThing2 = builder.someThing2; this.someThing3 = builder.someThing3; } public static RequiredSomething getBuilder() { return new Builder(); } public interface RequiredSomething { public RequiredDateTime withSomething (int value); } public interface RequiredDateTime { public OptionalParamters withDateTime (DateTime value); } public interface OptionalParamters { public OptionalParamters withSeomthing2 (int value); public Foo Build ();} public static class Builder implements RequiredSomething, RequiredDateTime, OptionalParamters { private int someThing; private int someThing2; private DateTime someThing3; public RequiredDateTime withSomething (int value) {someThing = value; return this;} public OptionalParamters withDateTime (int value) {someThing = value; return this;} public OptionalParamters withSeomthing2 (int value) {someThing = value; return this;} public Foo build(){return new Foo(this);} } } Example of how it's called: Foo foo = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).build(); Foo foo2 = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).withSomething2(3).build();

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