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  • How can I solve for the game's world coordinates?

    - by HyperGroups
    I've used 3DReaperDX to get a obj file, the header information are shown as follows: #AR=2.00606, FOV=45.09583(height), Xscale:0.83290, Yscale:0.41519, Zscale:1.0 #************************************************** #ALPHABLENDENABLE: No #ZENABLE: Yes #ZWRITEENABLE: Yes #TWOSIDED: No #INVALID: No #THIN: No #RENDERTARGET_IS_BACKBUFFER: Yes #WIDTH_DO_MATCH: Yes #RGBWRITEDISABLED: No # object DrawCall_0 to come ... g v 2143.35547 6654.99023 25835.37109 v 2243.17773 6296.61523 25957.53906 v 2343.00000 5856.84473 26093.97656 How can I get the game's world coordinates. For example: I can map the scaleTransform to the VertexData scaleTransform={X1scale,Y1scale,Z1scale} {0.8329,0.41519,1.} Is the obj file enough to get the game's world coordinates? I want to put a object in this ground, and the coordinates is the same to that in the Game Engine, And I can place something(with some fixed coordinates) in the Game and then to use 3DReaper to get the obj file. If the file is not enough itself to get the game world coordinates.

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  • HSSFS Part 3: SQL Saturday is Awesome! And DEFAULT_DOMAIN(), and how I found it

    - by Most Valuable Yak (Rob Volk)
    Just a quick post I should've done yesterday but I was recovering from SQL Saturday #48 in Columbia, SC, where I went to some really excellent sessions by some very smart experts.  If you have not yet attended a SQL Saturday, or its been more than 1 month since you last did, SIGN UP NOW! While searching the OBJECT_DEFINITION() of SQL Server system procedures I stumbled across the DEFAULT_DOMAIN() function in xp_grantlogin and xp_revokelogin.  I couldn't find any information on it in Books Online, and it's a very simple, self-explanatory function, but it could be useful if you work in a multi-domain environment.  It's also the kind of neat thing you can find by using this query: SELECT OBJECT_SCHEMA_NAME([object_id]) object_schema, name FROM sys.all_objects WHERE OBJECT_DEFINITION([object_id]) LIKE '%()%'  ORDER BY 1,2 I'll post some elaborations and enhancements to this query in a later post, but it will get you started exploring the functional SQL Server sea. UPDATE: I goofed earlier and said SQL Saturday #46 was in Columbia. It's actually SQL Saturday #48, and SQL Saturday #46 was in Raleigh, NC.

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  • Designing for an algorithm that reports progress

    - by Stefano Borini
    I have an iterative algorithm and I want to print the progress. However, I may also want it not to print any information, or to print it in a different way, or do other logic. In an object oriented language, I would perform the following solutions: Solution 1: virtual method have the algorithm class MyAlgoClass which implements the algo. The class also implements a virtual reportIteration(iterInfo) method which is empty and can be reimplemented. Subclass the MyAlgoClass and override reportIteration so that it does what it needs to do. This solution allows you to carry additional information (for example, the file unit) in the reimplemented class. I don't like this method because it clumps together two functionalities that may be unrelated, but in GUI apps it may be ok. Solution 2: observer pattern the algorithm class has a register(Observer) method, keeps a list of the registered observers and takes care of calling notify() on each of them. Observer::notify() needs a way to get the information from the Subject, so it either has two parameters, one with the Subject and the other with the data the Subject may pass, or just the Subject and the Observer is now in charge of querying it to fetch the relevant information. Solution 3: callbacks I tend to see the callback method as a lightweight observer. Instead of passing an object, you pass a callback, which may be a plain function, but also an instance method in those languages that allow it (for example, in python you can because passing an instance method will remain bound to the instance). C++ however does not allow it, because if you pass a pointer to an instance method, this will not be defined. Please correct me on this regard, my C++ is quite old. The problem with callbacks is that generally you have to pass them together with the data you want the callback to be invoked with. Callbacks don't store state, so you have to pass both the callback and the state to the Subject in order to find it at callback execution, together with any additional data the Subject may provide about the event is reporting. Question My question is relative to the fact that I need to implement the opening problem in a language that is not object oriented, namely Fortran 95, and I am fighting with my usual reasoning which is based on python assumptions and style. I think that in Fortran the concept is similar to C, with the additional trouble that in C you can store a function pointer, while in Fortran 95 you can only pass it around. Do you have any comments, suggestions, tips, and quirks on this regard (in C, C++, Fortran and python, but also in any other language, so to have a comparison of language features that can be exploited on this regard) on how to design for an algorithm that must report progress to some external entity, using state from both the algorithm and the external entity ?

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  • Read only array, deep copy or retrieve copies one by one? (Performance and Memory)

    - by Arthur Wulf White
    In a garbage collection based system, what is the most effective way to handle a read only array if such a structure does not exist natively in the language. Is it better to return a copy of an array or allow other classes to retrieve copies of the objects stored in the array one by one? @JustinSkiles: It is not very broad. It is performance related and can actually be answered specifically for two general cases. You only need very few items: in this situation it's more effective to retrieve copies of the objects one by one. You wish to iterate over 30% or more objects. In this cases it is superior to retrieve all the array at once. This saves on functions calls. Function calls are very expansive when compared to reading directly from an array. A good specific answer could include performance, reading from an array and reading indirectly through a function. It is a simple performance related question.

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  • How to stop camera from rotating in 2.5d platformer

    - by Artem Suchkov
    I'm stuck with a problem: I can not make my camera stop rotating after character. What I already have tried: using empty game object with rigid body and locked rotation and make it parent of camera, while player being the parent of object. Also, I've tried using few scripts from web, that did not help. Right now I'm bad with using JS in Unity (can handle JS on website, but I dont know how to integrate it for now) and practicing the basics, making easy 2.5d platformer with basic features, so I can not write code for now.

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  • Why can't I use Unity 3D on a ATI Mobility Radeon HD 4200 Series with FGLRX drivers?

    - by user88257
    With a brand new install of 12.04 on my Dell Inspiron M5030, Unity 3D appears to load everything but the icons in the top left, and I am unable to click on anything. Unity 2D seems to works fine however. I have done nothing except install Synaptic Package manager and follow this guide to install FGLRX Drivers under Settings ? Additional Drivers, the driver shows as installed and functioning. Also after running: /usr/lib/nux/unity_support_test -p, I get this: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Mobility Radeon HD 4200 Series OpenGL version string: 3.3.11653 Compatibility Profile Context Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I am unsure as to what the problem is. I have tried the non-proprietary drivers, I could not get them to work either, but I would be willing to try again.

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • What's the best way to create a static utility class in python? Is using metaclasses code smell?

    - by rsimp
    Ok so I need to create a bunch of utility classes in python. Normally I would just use a simple module for this but I need to be able to inherit in order to share common code between them. The common code needs to reference the state of the module using it so simple imports wouldn't work well. I don't like singletons, and classes that use the classmethod decorator do not have proper support for python properties. One pattern I see used a lot is creating an internal python class prefixed with an underscore and creating a single instance which is then explicitly imported or set as the module itself. This is also used by fabric to create a common environment object (fabric.api.env). I've realized another way to accomplish this would be with metaclasses. For example: #util.py class MetaFooBase(type): @property def file_path(cls): raise NotImplementedError def inherited_method(cls): print cls.file_path #foo.py from util import * import env class MetaFoo(MetaFooBase): @property def file_path(cls): return env.base_path + "relative/path" def another_class_method(cls): pass class Foo(object): __metaclass__ = MetaFoo #client.py from foo import Foo file_path = Foo.file_path I like this approach better than the first pattern for a few reasons: First, instantiating Foo would be meaningless as it has no attributes or methods, which insures this class acts like a true single interface utility, unlike the first pattern which relies on the underscore convention to dissuade client code from creating more instances of the internal class. Second, sub-classing MetaFoo in a different module wouldn't be as awkward because I wouldn't be importing a class with an underscore which is inherently going against its private naming convention. Third, this seems to be the closest approximation to a static class that exists in python, as all the meta code applies only to the class and not to its instances. This is shown by the common convention of using cls instead of self in the class methods. As well, the base class inherits from type instead of object which would prevent users from trying to use it as a base for other non-static classes. It's implementation as a static class is also apparent when using it by the naming convention Foo, as opposed to foo, which denotes a static class method is being used. As much as I think this is a good fit, I feel that others might feel its not pythonic because its not a sanctioned use for metaclasses which should be avoided 99% of the time. I also find most python devs tend to shy away from metaclasses which might affect code reuse/maintainability. Is this code considered code smell in the python community? I ask because I'm creating a pypi package, and would like to do everything I can to increase adoption.

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  • What's special about currying or partial application?

    - by Vigneshwaran
    I've been reading articles on Functional programming everyday and been trying to apply some practices as much as possible. But I don't understand what is unique in currying or partial application. Take this Groovy code as an example: def mul = { a, b -> a * b } def tripler1 = mul.curry(3) def tripler2 = { mul(3, it) } I do not understand what is the difference between tripler1 and tripler2. Aren't they both the same? The 'currying' is supported in pure or partial functional languages like Groovy, Scala, Haskell etc. But I can do the same thing (left-curry, right-curry, n-curry or partial application) by simply creating another named or anonymous function or closure that will forward the parameters to the original function (like tripler2) in most languages (even C.) Am I missing something here? There are places where I can use currying and partial application in my Grails application but I am hesitating to do so because I'm asking myself "How's that different?" Please enlighten me.

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  • Rule Engine in .net

    - by user641812
    I have to import data from excel to SQL database. Excel data contains various parameters and there value like P1,P1,P4,P5 etc. I have to apply business rules Like if( P1 100 and P1 < 200) then insert the record in database. Similarly in some cases string values are also validated. Can I have any open source rule engine that contains UI to change , add , delete the rules. Am using C# to read the excel and and insert the records One more thing which is best approach: Read excel first and store every record as an object in a collection, then iterate through the collection, apply business rules on every object and then insert record in the database Or Read one record from excel apply business rule and then insert record in the database. Repeat the process for whole excel.

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  • Integrating Windows Form Click Once Application into SharePoint 2007 &ndash; Part 2 of 4

    - by Kelly Jones
    In my last post, I explained why we decided to use a Click Once application to solve our business problem. To quickly review, we needed a way for our business users to upload documents to a SharePoint 2007 document library in mass, set the meta data, set the permissions per document, and to do so easily. Let’s look at the pieces that make up our solution.  First, we have the Windows Form application.  This app is deployed using Click Once and calls SharePoint web services in order to upload files and then calls web services to set the meta data (SharePoint columns and permissions).  Second, we have a custom action.  The custom action is responsible for providing our users a link that will launch the Windows app, as well as passing values to it via the query string.  And lastly, we have the web services that the Windows Form application calls.  For our solution, we used both out of the box web services and a custom web service in order to set the column values in the document library as well as the permissions on the documents. Now, let’s look at the technical details of each of these pieces.  (All of the code is downloadable from here: )   Windows Form application deployed via Click Once The Windows Form application, called “Custom Upload”, has just a few classes in it: Custom Upload -- the form FileList.xsd -- the dataset used to track the names of the files and their meta data values SharePointUpload -- this class handles uploading the file SharePointUpload uses an HttpWebRequest to transfer the file to the web server. We had to change this code from a WebClient object to the HttpWebRequest object, because we needed to be able to set the time out value.  public bool UploadDocument(string localFilename, string remoteFilename) { bool result = true; //Need to use an HttpWebRequest object instead of a WebClient object // so we can set the timeout (WebClient doesn't allow you to set the timeout!) HttpWebRequest req = (HttpWebRequest)WebRequest.Create(remoteFilename); try { req.Method = "PUT"; req.Timeout = 60 * 1000; //convert seconds to milliseconds req.AllowWriteStreamBuffering = true; req.Credentials = System.Net.CredentialCache.DefaultCredentials; req.SendChunked = false; req.KeepAlive = true; Stream reqStream = req.GetRequestStream(); FileStream rdr = new FileStream(localFilename, FileMode.Open, FileAccess.Read); byte[] inData = new byte[4096]; int bytesRead = rdr.Read(inData, 0, inData.Length); while (bytesRead > 0) { reqStream.Write(inData, 0, bytesRead); bytesRead = rdr.Read(inData, 0, inData.Length); } reqStream.Close(); rdr.Close(); System.Net.HttpWebResponse response = (HttpWebResponse)req.GetResponse(); if (response.StatusCode != HttpStatusCode.OK && response.StatusCode != HttpStatusCode.Created) { String msg = String.Format("An error occurred while uploading this file: {0}\n\nError response code: {1}", System.IO.Path.GetFileName(localFilename), response.StatusCode.ToString()); LogWarning(msg, "2ACFFCCA-59BA-40c8-A9AB-05FA3331D223"); result = false; } } catch (Exception ex) { LogException(ex, "{E9D62A93-D298-470d-A6BA-19AAB237978A}"); result = false; } return result; } The class also contains the LogException() and LogWarning() methods. When the application is launched, it parses the query string for some initial values.  The query string looks like this: string queryString = "Srv=clickonce&Sec=N&Doc=DMI&SiteName=&Speed=128000&Max=50"; This Srv is the path to the server (my Virtual Machine is name “clickonce”), the Sec is short for security – meaning HTTPS or HTTP, the Doc is the shortcut for which document library to use, and SiteName is the name of the SharePoint site.  Speed is used to calculate an estimate for download speed for each file.  We added this so our users uploading documents would realize how long it might take for clients in remote locations (using slow WAN connections) to download the documents. The last value, Max, is the maximum size that the SharePoint site will allow documents to be.  This allowed us to give users a warning that a file is too large before we even attempt to upload it. Another critical piece is the meta data collection.  We organized our site using SharePoint content types, so when the app loads, it gets a list of the document library’s content types.  The user then select one of the content types from the drop down list, and then we query SharePoint to get a list of the fields that make up that content type.  We used both an out of the box web service, and one that we custom built, in order to get these values. Once we have the content type fields, we then add controls to the form.  Which type of control we add depends on the data type of the field.  (DateTime pickers for date/time fields, etc)  We didn’t write code to cover every data type, since we were working with a limited set of content types and field data types. Here’s a screen shot of the Form, before and after someone has selected the content types and our code has added the custom controls:     The other piece of meta data we collect is the in the upper right corner of the app, “Users with access”.  This box lists the different SharePoint Groups that we have set up and by checking the boxes, the user can set the permissions on the uploaded documents. All of this meta data is collected and submitted to our custom web service, which then sets the values on the documents on the list.  We’ll look at these web services in a future post. In the next post, we’ll walk through the Custom Action we built.

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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  • Loading files during run time

    - by NDraskovic
    I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and enable my game to be changed during run time. The file I am loading trough my content pipeline extension is very simple, it only contains decimal numbers, so I want to enable the user to change that file at will and reload it while the game is running (without recompiling as I had to do so far). This file is a very simplified version of level editor, meaning that it contains rows like: 1 1,5 1,78 -3,6 Here, the first number determines the object that will be drawn to the scene, and the other 3 numbers are coordinates where that object will be placed. So, how can I change the file that contains these numbers so that the game loads it and redraws the scene accordingly? Thanks

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • documentation of typescript code

    - by Max Beikirch
    my question is rather short: How do I document typescript code properly? I found out that for projects becoming bigger and bigger, it is important to look at a function and immediately know parameters, what it returns and side-effects etc. It is tiring to have just a bunch of comments before a function, most of the time these 'blocks' even look differently in style. What I am looking for is a documentation tool like javadoc or doxygen for typescript. Is there anything out there? Or is it possible to 'abuse' a documentation tool and get it to work with typescript?

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  • How to price code reviews to encourage good behavior?

    - by Chris Clark
    I work for a company that has a hosted .net internet application with many clients. Those clients often want to write customizations for our application. We have APIs to hook into the app, but the customizations themselves are written in .net. This is a shared, secure hosting environment and we have to code review these customizations before we can deploy them in our datacenter to ensure that they don't degrade performance, crash our servers, or open any security vulnerabilities. We charge for these code reviews. The current pricing model is simply a function of the number of lines of code. I think this is a bad idea for a variety of reasons, but primarily because, if we are interested in verifying that the code works as expected, we should be incentivizing good, readable code, not compaction. I would like to propose a pricing model that incorporates some, or all of the following as inputs: Lines of code Cyclomatic complexity Avg function length # of functions Are there any other metrics I should incorporate, or other ideas for how we can reasonably create pricing for code reviews that encourages safe and understandable code?

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  • Runtime analysis

    - by Joe Smith
    can someone please help me with the analysis of the following function (for inputs of size n). The part that confuses me the most is the inner for loop. def prefix_sums(L): # Total cost = ? pSum = [] #cost = 1 for a in range(len(L)+1): # range + body of function = (n+1) + (n+1)*(body) ? s = 0 #cost = 1 for b in range(a): # cost = ? s = s + L[b] #cost = operation + accessing list = 2 pSum.append(s) #cost = 1 return pSum #cost = 1 What I need to do is figure out the cost of each statement.

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • OSB 11g & SAP – Single Channel/Program ID for Multiple IDOCs

    - by Shub Lahiri, A-Team
    Background This note is a supplement to the blog entry, SOA 11g & SAP – Single Channel/Program ID for Multiple IDOCs by Greg Mally. Greg has shown how a single SOA Suite composite can be used with iWay Adapters to receive multiple IDOC types via a single channel in the adapter, corresponding to a single programID on the SAP system. We will try to address the same requirements within the OSB framework here. Project Built - Design Time The basic build of an OSB project with iWay SAP Adapter, as seen in another entry in this blog, consists of working in OSB Design console and Application Explorer. OSB Design Time - Part 1 We will create a placeholder project first in OSB with a proper directory structure, so that we can export the WSDL, XSD and the JCA binding information from Application Explorer directly into this project. Application Explorer - iWay Design Time Tool Receiving IDOCs is classified as an inbound event within Application Explorer. For setting up events, a channel is first defined (e.g. iDoc_Channel) using the same PROGRAMID (RFC destination), as defined within SAP for the OSB server. Next, the same channel is used to export the JCA Inbound Event artifacts for the candidate IDOC, e.g. DEBMAS06 directly to the pre-created OSB project. Note that the validation for schema has been turned off. As a result, this will allow the adapter, at runtime, to use a single channel to receive multiple IDOC types from SAP and pass them on to the OSB runtime engine without any validation. In other words, we do not have to repeat the above step for each IDOC type. OSB Design Time - Part 2 Create 2 simple XML based Business Services to write to a file, e.g.  SAP_DEBMAS_File and SAP_MATMAS_File. Next, generate a Proxy Service using the JCA binding file exported from Application Explorer in the previous section. In the generated proxy service, edit the message flow and add a route node. Add a routing table in the route node with the following routing function. fn:local-name-from-QName(fn:node-name($body/*[1])) This function takes advantage of the fact that the XML payload at runtime, after translation by adapter, has the IDOC type as the top element. With the routing function in place, build the routing table to add 2 branches to route the IDOCs to the appropriate Business Service for writing the XML payload to files in separate directories. This completes the build of the OSB project. Testing - Run-Time After deployment and activation, the SAP adapter will wait to receive multiple types of IDOCs sent from the SAP system using a single channel. Upon receipt of the IDOCs, the OSB project will route them appropriately to save the corresponding XML payloads for different IDOC types in different directories.

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  • Why do I get the result zero when I try to get the width of a DropDownList control in asp.net?

    - by Paul Jack
    After I click button1, it display 0, why? How can get correct width of a DropDownList control? Thanks! <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default2.aspx.cs" Inherits="Default2" % Item 1 Item 2 </div> </form> using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class Default2 : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void Button1_Click(object sender, EventArgs e) { Button1.Text = DropDownList1.Width.Value.ToString(); } }

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  • Your interesting code tricks/ conventions? [closed]

    - by Paul
    What interesting conventions, rules, tricks do you use in your code? Preferably some that are not so popular so that the rest of us would find them as novelties. :) Here's some of mine... Input and output parameters This applies to C++ and other languages that have both references and pointers. This is the convention: input parameters are always passed by value or const reference; output parameters are always passed by pointer. This way I'm able to see at a glance, directly from the function call, what parameters might get modified by the function: Inspiration: Old C code int a = 6, b = 7, sum = 0; calculateSum(a, b, &sum); Ordering of headers My typical source file begins like this (see code below). The reason I put the matching header first is because, in case that header is not self-sufficient (I forgot to include some necessary library, or forgot to forward declare some type or function), a compiler error will occur. // Matching header #include "example.h" // Standard libraries #include <string> ... Setter functions Sometimes I find that I need to set multiple properties of an object all at once (like when I just constructed it and I need to initialize it). To reduce the amount of typing and, in some cases, improve readability, I decided to make my setters chainable: Inspiration: Builder pattern class Employee { public: Employee& name(const std::string& name); Employee& salary(double salary); private: std::string name_; double salary_; }; Employee bob; bob.name("William Smith").salary(500.00); Maybe in this particular case it could have been just as well done in the constructor. But for Real WorldTM applications, classes would have lots more fields that should be set to appropriate values and it becomes unmaintainable to do it in the constructor. So what about you? What personal tips and tricks would you like to share?

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  • Strange javascript error when using Kongregates API

    - by Phil
    In the hopes of finding a fellow unity3d developer also aiming for the Kongregate contest.. I've implemented the Kongregate API and can see that the game receives a call with my username and presents it ingame. I'm using Application.ExternalCall("kongregate.stats.submit",type,amount); where type is a string "Best Score" and amount is an int (1000 or something). This is the error I'm getting: You are trying to call recursively into the Flash Player which is not allowed. In most cases the JavaScript setTimeout function, can be used as a workaround. callASFunction:function(a,b){if(FABrid...tion, can be used as a workaround."); I'm wondering, has anyone else had this error or am I somehow doing something stupid? Thanks!

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  • PowerShell programming conventions

    - by Tahir Hassan
    Do you follow any any conventions when programming in PowerShell? For example, in scripts which are to be maintained long-term do you: Use the real cmdlet name or alias? Specify the cmdlet parameter name in full or only partially (dir -Recurse versus dir -r) When specifying string arguments for cmdlets do you enclose them in quotes (New-Object 'System.Int32' versus New-Object System.Int32 When writing functions and filters do you specify the types of parameters? Do you write cmdlets in the (official) correct case? For keywords like BEGIN...PROCESS...END do you write them in uppercase only? Thanks for any replies.

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  • Something confusing about Single Responsibility Principle

    - by user1483278
    1) In fact if two responsibilities are always expected to change at the same time you arguably should not separate them into different classes as this would lead, to quote Martin, to a "smell of Needless Complexity". The same is the case for responsibilities that never change - the behavior is invariant, and there is no need to split it. I assume even if non-related responsibilities are always expected to change for the same reason ( or if they never change ), we still shouldn't put them in the same class, since this would still violate high cohesion principle? 2) I've found two quite different definitions for SRP: Single Responsibility Principle says that a subsystem, module, class, or even a function, should not have more than one reason to change. and There should never be more than one reason for a class to change Doesn't the latter definition narrow SRP to a class level? If so, isn't first quote wrong by claiming that SRP can also be applied at subsystem, module and function levels? thank you

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