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  • Visual WebGui's XAML based programming for web developers

    - by Webgui
    While ASP.NET provides an event base approach it is completely dismissed when working with AJAX and the richness of the server is lost and replaced with JavaScript programming and couple with a very high security risk. Visual WebGui reinstates the power of the server to AJAX development and provides a statefull yet scalable, server centric architecture that provides the benefits and user productivity of AJAX with the security and developer productivity we had before AJAX stormed into our lives. "When I first came up with the concept of Visual WebGui , I was frustrated by the fragile and complex nature of developing web applications. The contrast in productivity between working in a fully OOP compiled environment vs. scripting even today, with JQuery, Dojo and such, is still huge. Even today the greatest sponsor of JavaScript programming, Google, is offering a framework to avoid JavaScript using Java that compiles to JavaScript (GWT). So I decided to find a way to abstract the complexity or rather delegate the complex job to enable developers to concentrate on the “What” instead of the “How” and embraced the Form based approach," said Guy Peled the inventor of Visual WebGui. Although traditional OOP development still rules the enterprise, the differences between web sites and web applications have blurred and so did the differences between classic developers and web developers. As a result, we now see declarative languages in desktop / backend development environments (WPF / WF) and we see OOP, gaining more and more power in web development (ASP.NET MVC / ASP.NET DOM). However, what has not changed is enterprise need for security, development ROI, reach, highly responsive and interactive UIs and scalability. The advantages that declarative languages and 'on demand' compilation provide over classic development are mostly the flexibility and a more readable initialize component it offers which is what Gizmox is aspiring to do by replacing the designer initialize component with XAML code. The code in this new project template will be compiled on demand using the build provider mechanism ASP.NET has. This means that the performance hit is only on the first request and after that the performance is the same as a prebuilt solution. This will allow the flexibility of a dynamically updated sites and the power of fully blown enterprise applications over web. You can also use prebuilt features available in ASP.NET to enjoy both worlds in production. VWG XAML implementation (VWG Sites) will be the first truly compliable XAML implementation as Microsoft implemented Silverlight and WPF as a runtime markup interpretation opposed to the ASP.NET markup implementation which is compiled to CLR code once. We have chosen to implement the VWG Sites parser as a different way to create CLR code that provides greater performance over the reflection alternative. VWG Sites will also be the first server side XAML UI engine which, while giving the power of XAML, it will not require any plug-ins or installations on the client side. Short demo video of VWG Sites markup. There is also a live sample available here.

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  • VS2010 Launch Presentations

    Last week I was in Vegas to present at the DevConnections / VS2010 Launch event.  The show was well-attended and everybody I spoke to agreed it was educational and enjoyable.  My three talks were all on Wednesday, 14 April 2010, including one at 8am for which I was impressed to see a large turnout in attendance.   Pragmatic ASP.NET Tips, Tricks, and Tools My first session was on tips, tricks, and tools for ASP.NET developers.  This is a talk Ive given in past years, but which I refine every time.  I usually like to have a full session to devote to tools, and a separate talk just for Tips and Tricks, but for this show I was only given the one 75-minute slot, so I had to cut some materials to make things fit.  The talk went well, all the demos work, and the attendees seemed to enjoy it, and I like giving it, so hopefully I can continue to present on this topic in future DevConnections shows. Download the ASP.NET Tips, Tricks, and Tools slides and demos.   Whats New in ASP.NET MVC 2 My second talk of the day followed immediately after the Tips and Tricks talk, and was a brand new talk for me.  I have to throw out a thank-you to Phil for letting me see his MIX slide deck before he gave his talk, as that was a big help.  The official whats new document online is also worth checking out if youre interested in this subject.  Download the Whats New in ASP.NET MVC 2 slides and demos.   SOLIDify Your ASP.NET MVC 2 Application Just because youre using a ASP.NET MVC doesnt mean your code cant still end up being a big ball of mud.  This session describes a number of principles of software design that can help ensure applications remain loosely-coupled and malleable even as they age and increase in features and complexity.  This was my last talk of the day and did have one minor demo failure involving a database constraint.  Ive given this talk many times before, and in this case I had to fit it into a 60-minute timeslot, so Im not sure I had quite enough time to drive home all of the concepts to everyone in the audience.  That said, I did hear a number of positive comments on how the talk went, so thats encouraging. Download the SOLIDify Your ASP.NET MVC 2 Application slides and demos.   In my sessions, I promised to have these posted by the end of the weekend theyre going up at 10pm Sunday night (my time) 2 hours to spare!  Enjoy! Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • Deliberate Practice

    - by Jeff Foster
    It’s easy to assume, as software engineers, that there is little need to “practice” writing code. After all, we write code all day long! Just by writing a little each day, we’re constantly learning and getting better, right? Unfortunately, that’s just not true. Of course, developers do improve with experience. Each time we encounter a problem we’re more likely to avoid it next time. If we’re in a team that deploys software early and often, we hone and improve the deployment process each time we practice it. However, not all practice makes perfect. To develop true expertise requires a particular type of practice, deliberate practice, the only goal of which is to make us better programmers. Everyday software development has other constraints and goals, not least the pressure to deliver. We rarely get the chance in the course of a “sprint” to experiment with potential solutions that are outside our current comfort zone. However, if we believe that software is a craft then it’s our duty to strive continuously to raise the standard of software development. This requires specific and sustained efforts to get better at something we currently can’t do well (from Harvard Business Review July/August 2007). One interesting way to introduce deliberate practice, in a sustainable way, is the code kata. The term kata derives from martial arts and refers to a set of movements practiced either solo or in pairs. One of the better-known examples is the Bowling Game kata by Bob Martin, the goal of which is simply to write some code to do the scoring for 10-pin bowling. It sounds too easy, right? What could we possibly learn from such a simple example? Trust me, though, that it’s not as simple as five minutes of typing and a solution. Of course, we can reach a solution in a short time, but the important thing about code katas is that we explore each technique fully and in a controlled way. We tackle the same problem multiple times, using different techniques and making different decisions, understanding the ramifications of each one, and exploring edge cases. The short feedback loop optimizes opportunities to learn. Another good example is Conway’s Game of Life. It’s a simple problem to solve, but try solving it in a functional style. If you’re used to mutability, solving the problem without mutating state will push you outside of your comfort zone. Similarly, if you try to solve it with the focus of “tell-don’t-ask“, how will the responsibilities of each object change? As software engineers, we don’t get enough opportunities to explore new ideas. In the middle of a development cycle, we can’t suddenly start experimenting on the team’s code base. Code katas offer an opportunity to explore new techniques in a safe environment. If you’re still skeptical, my challenge to you is simply to try it out. Convince a willing colleague to pair with you and work through a kata or two. It only takes an hour and I’m willing to bet you learn a few new things each time. The next step is to make it a sustainable team practice. Start with an hour every Friday afternoon (after all who wants to commit code to production just before they leave for the weekend?) for month and see how that works out. Finally, consider signing up for the Global Day of Code Retreat. It’s like a daylong code kata, it’s on December 8th and there’s probably an event in your area!

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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

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

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  • Strategies for invoking subclass methods on generic objects

    - by Brad Patton
    I've run into this issue in a number of places and have solved it a bunch of different ways but looking for other solutions or opinions on how to address. The scenario is when you have a collection of objects all based off of the same superclass but you want to perform certain actions based only on instances of some of the subclasses. One contrived example of this might be an HTML document made up of elements. You could have a superclass named HTMLELement and subclasses of Headings, Paragraphs, Images, Comments, etc. To invoke a common action across all of the objects you declare a virtual method in the superclass and specific implementations in all of the subclasses. So to render the document you could loop all of the different objects in the document and call a common Render() method on each instance. It's the case where again using the same generic objects in the collection I want to perform different actions for instances of specific subclass (or set of subclasses). For example (an remember this is just an example) when iterating over the collection, elements with external links need to be downloaded (e.g. JS, CSS, images) and some might require additional parsing (JS, CSS). What's the best way to handle those special cases. Some of the strategies I've used or seen used include: Virtual methods in the base class. So in the base class you have a virtual LoadExternalContent() method that does nothing and then override it in the specific subclasses that need to implement it. The benefit being that in the calling code there is no object testing you send the same message to each object and let most of them ignore it. Two downsides that I can think of. First it can make the base class very cluttered with methods that have nothing to do with most of the hierarchy. Second it assumes all of the work can be done in the called method and doesn't handle the case where there might be additional context specific actions in the calling code (i.e. you want to do something in the UI and not the model). Have methods on the class to uniquely identify the objects. This could include methods like ClassName() which return a string with the class name or other return values like enums or booleans (IsImage()). The benefit is that the calling code can use if or switch statements to filter objects to perform class specific actions. The downside is that for every new class you need to implement these methods and can look cluttered. Also performance could be less than some of the other options. Use language features to identify objects. This includes reflection and language operators to identify the objects. For example in C# there is the is operator that returns true if the instance matches the specified class. The benefit is no additional code to implement in your object hierarchy. The only downside seems to be the lack of using something like a switch statement and the fact that your calling code is a little more cluttered. Are there other strategies I am missing? Thoughts on best approaches?

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • Base Pages and Interfaces for ASP.NET Pages

    - by geekrutherford
    For quite a while I have been using the concept of base pages when developing pages in ASP.NET applications. It is a wonderful method for exposing common functions to all of your applications pages and also overriding certain events for various purposes (i.e. dynamic themes).  Recently I found out a new developer will be joining my team. This prompted me to review the applications code for readability and ease of maintenance. I began adding comments through out the code behind for all pages within the application. While doing so I noted that I had used common method names for such things as loading data, configuring controls, applying filters, etc.   Bringing a new developer on board, I wanted to make the transition as seamless as possible while also ensuring they follow existing coding practices we already have in place. While I could have created virtual methods for the common page methods allowing them to overridden, what I really needed was a way to ensure the new developer implemented the same methods for each and every page. Thus I created an interface to force the issue.   Now, every page not only inherits the base page class but also implements an interface. This provides every page not only common functions and overridden page events but also imposes rules for implementing certain common methods :-)   Interface   public interface BasePageInterface { /// Configures page based on users security permissions. void CheckPermissions(); /// Configures Filter Form control for current page.  /// Ensure you have set the FilteredGrid and PageAjaxManager properties of the FilterForm control in PageLoad!!!  void ConfigureFilters(); /// Sets event handlers and default settings for controls on the current page. void ConfigureControls(); /// Exports data bound to grid in selected format. void ExportGridData(ExportFormat fmt); /// Loads data and binds to grid. /// Columns are turned on/off in grid depending on tab selected and users permissions.  void LoadData(); }   Page code-behind class definition:   public partial class MyPage : BasePage, BasePageInterface Note, you could not use an abstract class to accomplish this considering C# does not allow for multiple inheritance.  Nor could the base page class be abstract since it needs to inherit from the System.Web.UI.Page class in order to override page events.

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  • design a model for a system of dependent variables

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

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  • Asynchrony in C# 5 (Part I)

    - by javarg
    I’ve been playing around with the new Async CTP preview available for download from Microsoft. It’s amazing how language trends are influencing the evolution of Microsoft’s developing platform. Much effort is being done at language level today than previous versions of .NET. In these post series I’ll review some major features contained in this release: Asynchronous functions TPL Dataflow Task based asynchronous Pattern Part I: Asynchronous Functions This is a mean of expressing asynchronous operations. This kind of functions must return void or Task/Task<> (functions returning void let us implement Fire & Forget asynchronous operations). The two new keywords introduced are async and await. async: marks a function as asynchronous, indicating that some part of its execution may take place some time later (after the method call has returned). Thus, all async functions must include some kind of asynchronous operations. This keyword on its own does not make a function asynchronous thought, its nature depends on its implementation. await: allows us to define operations inside a function that will be awaited for continuation (more on this later). Async function sample: Async/Await Sample async void ShowDateTimeAsync() {     while (true)     {         var client = new ServiceReference1.Service1Client();         var dt = await client.GetDateTimeTaskAsync();         Console.WriteLine("Current DateTime is: {0}", dt);         await TaskEx.Delay(1000);     } } The previous sample is a typical usage scenario for these new features. Suppose we query some external Web Service to get data (in this case the current DateTime) and we do so at regular intervals in order to refresh user’s UI. Note the async and await functions working together. The ShowDateTimeAsync method indicate its asynchronous nature to the caller using the keyword async (that it may complete after returning control to its caller). The await keyword indicates the flow control of the method will continue executing asynchronously after client.GetDateTimeTaskAsync returns. The latter is the most important thing to understand about the behavior of this method and how this actually works. The flow control of the method will be reconstructed after any asynchronous operation completes (specified with the keyword await). This reconstruction of flow control is the real magic behind the scene and it is done by C#/VB compilers. Note how we didn’t use any of the regular existing async patterns and we’ve defined the method very much like a synchronous one. Now, compare the following code snippet  in contrast to the previuous async/await: Traditional UI Async void ComplicatedShowDateTime() {     var client = new ServiceReference1.Service1Client();     client.GetDateTimeCompleted += (s, e) =>     {         Console.WriteLine("Current DateTime is: {0}", e.Result);         client.GetDateTimeAsync();     };     client.GetDateTimeAsync(); } The previous implementation is somehow similar to the first shown, but more complicated. Note how the while loop is implemented as a chained callback to the same method (client.GetDateTimeAsync) inside the event handler (please, do not do this in your own application, this is just an example).  How it works? Using an state workflow (or jump table actually), the compiler expands our code and create the necessary steps to execute it, resuming pending operations after any asynchronous one. The intention of the new Async/Await pattern is to let us think and code as we normally do when designing and algorithm. It also allows us to preserve the logical flow control of the program (without using any tricky coding patterns to accomplish this). The compiler will then create the necessary workflow to execute operations as the happen in time.

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  • OOF checklist

    - by Daniel Moth
    When going on vacation or otherwise being out of office (known as OOF in Microsoft), it is polite and professional that our absence creates the minimum disruption possible to the rest of the business, and especially our colleagues. Below is my OOF checklist - I try to do these as soon as I know I'll be OOF, rather than leave it for the night before. Let the relevant folks on the team know the planned dates of absence and check if anybody was expecting something from you during that timeframe. Reset expectations with them, and as applicable try to find another owner for individual activities that cannot wait. Go through your calendar for the OOF period and decline every meeting occurrence so the owner of the meeting knows that you won't be attending (similar to my post about responding to invites). If it is your meeting cancel it so that people don’t turn up without the meeting organizer being there. Do this even for meetings were the folks should know due to step #1. Over-communicating is a good thing here and keeps calendars all around up to date. Enter your OOF dates in whatever tool your company uses. Typically that is the notification to your manager. In your Outlook calendar, create a local Appointment (don't invite anyone) for the date range (All day event) setting the "Show As" dropdown to "Out of Office". This way, people won’t try to schedule meetings with you on that day. If you use Lync, set the status to "Off Work" for that period. If you won't be responding to email (which when on your vacation you definitely shouldn't) then in Outlook setup "Automatic Replies (Out of Office)" for that period. This way people won’t think you are rude when not replying to their emails. In your OOF message point to an alias (ideally of many people) as a fallback for urgent queries. If you want to proactively notify individuals of your OOFage then schedule and send a multi-day meeting request for the entire period. Remember to set the "Show As" to "Free" (so their calendar doesn’t show busy/oof to others), set the "Reminder" to "None" (so they don’t get a reminder about it), set "Low Importance", and uncheck both "Response Options" so if they don't want this on their calendar, it is just one click for them to get rid of it. Aside: I have another post with advice on sending invites. If you care about people who would not observe the above but could drop by your office, stick a physical OOF note at your office door or chair/monitor or desk. Have I missed any? Comments about this post by Daniel Moth welcome at the original blog.

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  • The Nine Cs of Customer Engagement

    - by Michael Snow
    Avoid Social Media Fatigue - Learn the 9 C's of Customer Engagement inside the Click Here The order you must follow to make the colored link appear in browsers. If not the default window link will appear 1. Select the word you want to use for the link 2. Select the desired color, Red, Black, etc 3. Select bold if necessary ___________________________________________________________________________________________________________________ Templates use two sizes of fonts and the sans-serif font tag for the email. All Fonts should be (Arial, Helvetica, sans-serif) tags Normal size reading body fonts should be set to the size of 2. Small font sizes should be set to 1 !!!!!!!DO NOT USE ANY OTHER SIZE FONT FOR THE EMAILS!!!!!!!! ___________________________________________________________________________________________________________________ -- Have We Hit a Social-Media Plateau? In recent years, social media has evolved from a cool but unproven medium to become the foundation of pragmatic social business and a driver of business value. Yet, time is running out for businesses to make the most out of this channel. This isn’t a warning. It’s a fact. Join leading industry analyst R “Ray” Wang as he explains how to apply the nine Cs of engagement to strengthen customer relationships. Learn: How to overcome social-media fatigue and make the most of the medium Why engagement is the most critical factor in the age of overexposure The nine pillars of successful customer engagement Register for the eighth Webcast in the Social Business Thought Leaders series today. Register Now Thurs., Sept. 20, 2012 10 a.m. PT / 1 p.m. ET Presented by: R “Ray” Wang Principal Analyst and CEO, Constellation Research Christian Finn Senior Director, Product Management Oracle Copyright © 2012, Oracle and/or its affiliates. All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement SEV100103386 Oracle Corporation - Worldwide Headquarters, 500 Oracle Parkway, OPL - E-mail Services, Redwood Shores, CA 94065, United States Your privacy is important to us. You can login to your account to update your e-mail subscriptions or you can opt-out of all Oracle Marketing e-mails at any time.Please note that opting-out of Marketing communications does not affect your receipt of important business communications related to your current relationship with Oracle such as Security Updates, Event Registration notices, Account Management and Support/Service communications.

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  • Business Intelligence goes Big Data

    - by Alliances & Channels Redaktion
    Big Data stellt die nächste große Herausforderung für die IT-Branche dar: Massen von Daten aus immer mehr Quellen – aus sozialen Netzwerken, Telekommunikations- und Weblogs, RFID-Lesern etc. – müssen logisch verknüpft, in Echtzeit integriert und verarbeitet werden. Doch wie sieht es mit der praktischen Umsetzung aus? Eine europaweite Studie von Steria Mummert Consulting zeigt: Lediglich 28 % der Unternehmen haben bereits heute eine übergreifende, abgestimmte Business-Intelligence-Strategie implementiert. Vorherrschend sind BI-Insellösungen, die schon jetzt an den Grenzen ihrer Kapazität arbeiten. Daten werden also bisher nur eingeschränkt als wertschöpfende Ressource genutzt! Das Ergebnis der Studie klingt erschreckend, doch Unternehmen können es zu Ihrem Vorteil nutzen: Wer jetzt das Thema Big Data anpackt, kann sich einen gewinnbringenden Vorsprung vor dem Wettbewerb sichern. Wie sieht die Analyse-Umgebung der Zukunft aus? Wie und wo kann Big Data für den Geschäftserfolg genutzt werden? Antworten darauf liefert die Kunden-Event Reihe von Oracle und dem Oracle Platinum Partner Steria Mummert Consulting: Hier werden Strategien entwickelt, wie Unternehmen mit Information Discovery ihr BI-Potenzial auf dem Weg zur Big Data Schritt für Schritt ausbauen können. Highlights aus München Durchweg positives Feedback haben wir aus München, der ersten Station der Eventreihe am 23.7., erhalten: Nicht nur die tolle Location, das "La Villa" im Bamberger Haus, überzeugte. Die 31 Teilnehmerinnen und Teilnehmer konnten auch inhaltlich eine Menge mitnehmen – unter anderem einen konkreten Vorschlag für ihre eigene Roadmap in Richtung Big Data. Die Ausgangsfrage des Tages lautete – einfach und umfassend zugleich: Wie können wir den Überblick in einer komplexen Welt behalten? Den Status quo in Europa für Business Intelligence präsentierte Steria Mummert Consulting entlang der Europäischen biMA®-Studie 2012/13. Anhand von Anwendungsbeispielen aus ihrer Praxis präsentierten die geladenen Experten von Oracle und Steria Mummert Consulting verschiedene Lösungsansätze. Eine sehr anschauliche Demo zu Endeca zeigte beispielsweise, wie einfach und flexibel ein Dashboard sein kann: Hier gibt es keine vordefinierten Reports, stattdessen können Entscheider die Filter einfach per Drag & Drop verändern und bekommen so einen individuell sturkturierten Überblick über ihre Daten. Einen Ausblick bot die Session zu Oracle Business Analytics für mobile Anwendungen und Real-Time Decisions. Fazit: eine gelungene Mischung aus Überblicks-Informationen und ganz konkreten Ideen für die spezifischen Anwendungsbereiche der Kunden. Die Eventreihe „BI goes Big Data“ macht im August in Hamburg und Frankfurt Station. Die kostenfreie Veranstaltung findet zusammen mit Steria Mummert Consulting statt und richtet sich an Endkunden. In Hamburg am 14.8.2013 – zur AnmeldungIn Frankfurt a.M. am 20.8.2013 – zur Anmeldung

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  • Business Intelligence goes Big Data

    - by Alliances & Channels Redaktion
    Big Data stellt die nächste große Herausforderung für die IT-Branche dar: Massen von Daten aus immer mehr Quellen – aus sozialen Netzwerken, Telekommunikations- und Weblogs, RFID-Lesern etc. – müssen logisch verknüpft, in Echtzeit integriert und verarbeitet werden. Doch wie sieht es mit der praktischen Umsetzung aus? Eine europaweite Studie von Steria Mummert Consulting zeigt: Lediglich 28 % der Unternehmen haben bereits heute eine übergreifende, abgestimmte Business-Intelligence-Strategie implementiert. Vorherrschend sind BI-Insellösungen, die schon jetzt an den Grenzen ihrer Kapazität arbeiten. Daten werden also bisher nur eingeschränkt als wertschöpfende Ressource genutzt! Das Ergebnis der Studie klingt erschreckend, doch Unternehmen können es zu Ihrem Vorteil nutzen: Wer jetzt das Thema Big Data anpackt, kann sich einen gewinnbringenden Vorsprung vor dem Wettbewerb sichern. Wie sieht die Analyse-Umgebung der Zukunft aus? Wie und wo kann Big Data für den Geschäftserfolg genutzt werden? Antworten darauf liefert die Kunden-Event Reihe von Oracle und dem Oracle Platinum Partner Steria Mummert Consulting: Hier werden Strategien entwickelt, wie Unternehmen mit Information Discovery ihr BI-Potenzial auf dem Weg zur Big Data Schritt für Schritt ausbauen können. Highlights aus München Durchweg positives Feedback haben wir aus München, der ersten Station der Eventreihe am 23.7., erhalten: Nicht nur die tolle Location, das "La Villa" im Bamberger Haus, überzeugte. Die 31 Teilnehmerinnen und Teilnehmer konnten auch inhaltlich eine Menge mitnehmen – unter anderem einen konkreten Vorschlag für ihre eigene Roadmap in Richtung Big Data. Die Ausgangsfrage des Tages lautete – einfach und umfassend zugleich: Wie können wir den Überblick in einer komplexen Welt behalten? Den Status quo in Europa für Business Intelligence präsentierte Steria Mummert Consulting entlang der Europäischen biMA®-Studie 2012/13. Anhand von Anwendungsbeispielen aus ihrer Praxis präsentierten die geladenen Experten von Oracle und Steria Mummert Consulting verschiedene Lösungsansätze. Eine sehr anschauliche Demo zu Endeca zeigte beispielsweise, wie einfach und flexibel ein Dashboard sein kann: Hier gibt es keine vordefinierten Reports, stattdessen können Entscheider die Filter einfach per Drag & Drop verändern und bekommen so einen individuell sturkturierten Überblick über ihre Daten. Einen Ausblick bot die Session zu Oracle Business Analytics für mobile Anwendungen und Real-Time Decisions. Fazit: eine gelungene Mischung aus Überblicks-Informationen und ganz konkreten Ideen für die spezifischen Anwendungsbereiche der Kunden. Die Eventreihe „BI goes Big Data“ macht im August in Hamburg und Frankfurt Station. Die kostenfreie Veranstaltung findet zusammen mit Steria Mummert Consulting statt und richtet sich an Endkunden. In Hamburg am 14.8.2013 – zur AnmeldungIn Frankfurt a.M. am 20.8.2013 – zur Anmeldung

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • CES 2011–Microsoft Keynote Impressions

    - by guybarrette
    Microsoft has been kicking off the CES for a number of years by doing a keynote the evening of the event first day.  This year, SteveB talked about Xbox, Kinect, Windows 7 new laptops, Surface 2 and Windows vNext running on the ARM architecture. Some of the design of the new laptops showed are quite amazing.  This one has a dual screen with no physical keyboard.  The image is split between both screens.  A software keyboard appears when you place your 10 fingers on the lower screen. This one from Samsung has a sliding keyboard somewhat like numerous cell phones have. What I found the most amazing is that Intel was able to miniaturized a full Intel architecture (CPU, motherboard, memory) in a tiny form factor.  Imagine having the power of a full PC running .NET apps in a Zune/iPod form factor! They also showed V2 of the Surface device.  This one is called the Samsung SUR40 for Surface PC.  It’s much sleeker and it will likely loose the BAT (Big Ass Table) moniker  More info here SteveB announced that Windows vNext will run on ARM chips.  I’m intrigued by this announcement (you can read about it here) and I have many questions: -In the past ARM devices were slow, what now makes the ARM architecture able to run Windows? -ARM is 32-bit only, I think. -Does this mean that Intel wasn't able to provide such a lightweight architecture or simply that they weren't interested? -From what I understand, apps would need to be recompiled for ARM. Will we need to do that from an ARM PC or could it be done natively on Intel or on an Intel PC running in an ARM VM?  VS 2012? Ahhhh, smells like a cool PDC is coming up    Clearly it looks like PC have enough power for most of us right now and that the race is now about miniaturization, power consumption and battery life. You can watch the Microsoft CES 2011 keynote here var addthis_pub="guybarrette";

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  • Non-blocking I/O using Servlet 3.1: Scalable applications using Java EE 7 (TOTD #188)

    - by arungupta
    Servlet 3.0 allowed asynchronous request processing but only traditional I/O was permitted. This can restrict scalability of your applications. In a typical application, ServletInputStream is read in a while loop. public class TestServlet extends HttpServlet {    protected void doGet(HttpServletRequest request, HttpServletResponse response)         throws IOException, ServletException {     ServletInputStream input = request.getInputStream();       byte[] b = new byte[1024];       int len = -1;       while ((len = input.read(b)) != -1) {          . . .        }   }} If the incoming data is blocking or streamed slower than the server can read then the server thread is waiting for that data. The same can happen if the data is written to ServletOutputStream. This is resolved in Servet 3.1 (JSR 340, to be released as part Java EE 7) by adding event listeners - ReadListener and WriteListener interfaces. These are then registered using ServletInputStream.setReadListener and ServletOutputStream.setWriteListener. The listeners have callback methods that are invoked when the content is available to be read or can be written without blocking. The updated doGet in our case will look like: AsyncContext context = request.startAsync();ServletInputStream input = request.getInputStream();input.setReadListener(new MyReadListener(input, context)); Invoking setXXXListener methods indicate that non-blocking I/O is used instead of the traditional I/O. At most one ReadListener can be registered on ServletIntputStream and similarly at most one WriteListener can be registered on ServletOutputStream. ServletInputStream.isReady and ServletInputStream.isFinished are new methods to check the status of non-blocking I/O read. ServletOutputStream.canWrite is a new method to check if data can be written without blocking.  MyReadListener implementation looks like: @Overridepublic void onDataAvailable() { try { StringBuilder sb = new StringBuilder(); int len = -1; byte b[] = new byte[1024]; while (input.isReady() && (len = input.read(b)) != -1) { String data = new String(b, 0, len); System.out.println("--> " + data); } } catch (IOException ex) { Logger.getLogger(MyReadListener.class.getName()).log(Level.SEVERE, null, ex); }}@Overridepublic void onAllDataRead() { System.out.println("onAllDataRead"); context.complete();}@Overridepublic void onError(Throwable t) { t.printStackTrace(); context.complete();} This implementation has three callbacks: onDataAvailable callback method is called whenever data can be read without blocking onAllDataRead callback method is invoked data for the current request is completely read. onError callback is invoked if there is an error processing the request. Notice, context.complete() is called in onAllDataRead and onError to signal the completion of data read. For now, the first chunk of available data need to be read in the doGet or service method of the Servlet. Rest of the data can be read in a non-blocking way using ReadListener after that. This is going to get cleaned up where all data read can happen in ReadListener only. The sample explained above can be downloaded from here and works with GlassFish 4.0 build 64 and onwards. The slides and a complete re-run of What's new in Servlet 3.1: An Overview session at JavaOne is available here. Here are some more references for you: Java EE 7 Specification Status Servlet Specification Project JSR Expert Group Discussion Archive Servlet 3.1 Javadocs

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  • Building Tag Cloud Declarative ADF Component

    - by Arunkumar Ramamoorthy
    When building a website, there could a requirement to add a tag cloud to let the users know the popular tags (or terms) used in the site. In this blog, we would build a simple declarative component to be used as tag cloud in the page. To start with, we would first create the declarative component, which could display the tag cloud. We will do that by creating a new custom application from the new gallery. Give a name for the app and the project and from the new gallery, let us create a new ADF Declarative Component We need to specify the name for the declarative component, attributes in it etc. as follows For displaying the tags as cloud, we need to pass the content to this component. So, we will create an attribute to hold the values for the tag. Let us name it as "value" and make it as java.lang.String  type. Once after this, to hold the component, we need to create a tag library. This can be done by clicking on the Add Tag Library button. Clicking on OK buttons in all the open dialogs would create a declarative component for us. Now, we need to display the tag cloud based on the value passed to the component. To do that, we assume that the value is a Tree Binding and has two attributes in it, say "Name" and "Weight". To make a tag cloud, we would put together the "Name" in a loop and set it's font size based on the "Weight". After putting our logic to work, here is how the source look Attributes added to the declarative components can be retrieved by using #{attrs.<attribute_name>}. Now, we need to deploy this project as ADF Library Jar file, so that this can be distributed to the consuming applications. We'll select ADF Library Jar as type and create the profile. We would be getting the jar file after deployment. To test the functionality, we could create a simple Fusion Web Application. To add our custom component to the consuming application, we can create a file system connection pointing to the location where the jar file is and add it or, add through the project properties of the ViewController project. Now, our custom component has been added to the consuming application. We could test that by creating a VO in the model project with a query like, select 'Faces' as Name,25 as Weight from dual union all select 'ADF', 15 from dual  union all select 'ADFdi', 30 from dual union all select 'BC4J', 20 from dual union all select 'EJB', 40 from dual union all select 'WS', 35 from dual Add this VO to the AppModule, so that it would be exposed to the data control. Then, we could create a jspx page, and add a tree binding to the VO created. We can now see our Tag Cloud declarative component is available in the component palette.  It can be inserted from the component palette to our page and set it's value property to CollectionModel of the tree binding created. Now that we've created the Declarative component and added that to our page successfully, we can run the page to see how it looks. As per the query, the Tags are displayed in different fonts, based on their weight.

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • ArchBeat Link-o-Rama for 2012-10-12

    - by Bob Rhubart
    This is your brain on IT architecture. Oracle Technology Network Architect Day in Los Angeles, Oct 25 This is your brain on IT architecture. Stuff your cranium with architecture by attending Oracle Technology Network Architect Day in Los Angeles, October 25, 2012, at the Sofitel Los Angeles, 8555 Beverly Boulevard, Los Angeles, CA 90048. Technical sessions, panel Q&A, and peer roundtables--plus a free lunch. Register now. WebCenter Sites Gadget Development Concepts Quickstart | John Brunswick What are Gadgets? "At their most basic level they can be thought of as lightweight portlets that run largely on the client side of an architecture," says John Brunswick. "Gadgets provide a cross-platform container to run reusable UI modules that generally expose dynamic information to an end user, allowing for some level of end user customization." ORCLville: OOW 2012 - A Not So Brief Recap Oracle ACE Director Floyd Teter, an Applications & Apps Technology specialists, shares his personal, frank, and and extensive recap or Oracle OpenWorld 2012. Fusion Applications Technical Tips | Naveen Nahata "Setting memory parameters for Admin and Managed servers of various domains in Fusion Applications can be, let us say, a little daunting," says Oracle Fusion Middleware A-Team member Naveen Nahata. "While all this may look complicated and intimidating, it is actually relatively simple once you understand how it all works." Following the Thread in OSB | Antony Reynolds Antony Reynolds recently led an Oracle Service Bus POC in which his team needed to get high throughput from an OSB pipeline. "Imagine our surprise when, on stressing the system, we saw it lock up, with large numbers of blocked threads." He shares the details of the problem and the solution in this extensive technical post. ExaLogic Hackers Night - November 19th Nürnberg Germany | WebLogic Partner Community EMEA Want to get your hands on Oracle Exalogic? Make your way to Nürnberg, Germany for this Exalogic Hacker's Night on November 19, 2012. Experts will be on hand to help you test your ideas. (The blog post is in English, but the event registration page is in German.) Thought for the Day "A foolish consistency is the hobgoblin of little minds…" — Ralph Waldo Emerson (May 25, 1803 – April 27, 1882) Source: SoftwareQuotes.com

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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