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  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

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  • How to avoid the GameManager god object?

    - by lorancou
    I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me describe this. First, there's prototyping. Nobody cares about writing great code, we just try to get something running to see if the gameplay adds up. Then there's a greenlight, and in an effort to clean things up, somebody writes a GameManager. Probably to hold a bunch of GameStates, maybe to store a few GameObjects, nothing big, really. A cute, little, manager. In the peaceful realm of pre-production, the game is shaping up nicely. Coders have proper nights of sleep and plenty of ideas to architecture the thing with Great Design Patterns. Then production starts and soon, of course, there is crunch time. Balanced diet is long gone, the bug tracker is cracking with issues, people are stressed and the game has to be released yesterday. At that point, usually, the GameManager is a real big mess (to stay polite). The reason for that is simple. After all, when writing a game, well... all the source code is actually here to manage the game. It's easy to just add this little extra feature or bugfix in the GameManager, where everything else is already stored anyway. When time becomes an issue, no way to write a separate class, or to split this giant manager into sub-managers. Of course this is a classical anti-pattern: the god object. It's a bad thing, a pain to merge, a pain to maintain, a pain to understand, a pain to transform. What would you suggest to prevent this from happening?

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  • Can't load model using ContentTypeReader

    - by Xaosthetic
    I'm writing a game where I want to use ContentTypeReader. While loading my model like this: terrain = Content.Load<Model>("Text/terrain"); I get following error: Error loading "Text\terrain". Cannot find ContentTypeReader AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral. I've read that this kind of error can be caused by space's in assembly name so i've already removed them all but exception still occurs. This is my content class: [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightmapInfo> { protected override void Write(ContentWriter output, HeightmapInfo value) { output.Write(value.getTerrainScale); output.Write(value.getHeight.GetLength(0)); output.Write(value.getHeight.GetLength(1)); foreach (float height in value.getHeight) { output.Write(height); } } public override string GetRuntimeType(TargetPlatform targetPlatform) { return "AdventureGame.World.Heightmap,AdventureGame,Version=1.0.0.0,Culture=neutral"; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral"; } } Does anyone meed that kind of error before?

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  • How do I use LibreOffice's 3d transitions in Impress?

    - by Lvkz
    How can I get the 3D transitions working on Impress? I got a presentation coming soon, and as a requirement of the course the professor want us to use transitions on our "Power Point" chapter, obviously I have been using LibreOffice in every exercise but the native transitions are kind of lame, so when I install the newer version of Ubuntu, always install the extra package to the transitions - I had installed the 3D package: libreoffice-ogltrans 1:3.4.3-3ubuntu2 In previous versions of Ubuntu and worked perfectly, but for some reason is not working in this release. I got LibreOffice 3.4.3, Ubuntu Oneiric Ocelot (11.10) and my hardware is not relevant because I had it working before on previous releases. I know is not critical, but for my class is a pretty important deal, and can be a perfect opportunity to show the class that the cool stuff are not only in Windows. As a recomendation of one of Eliah Kagan, I'm putting the output of: sudo lshw -C video *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:f6c00000-f6ffffff memory:e0000000-efffffff ioport:efe8(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6b00000-f6bfffff And I'm not using Unity - it don't there anyways -, I'm using instead Gnome Shell.

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  • Is there an alternative to the term "calling object"?

    - by ybakos
    Let's suppose you've got a class defined (in pseudocode): class Puppy { // ... string sound = "Rawr!"; void bark() { print(sound); } } And say, given a Puppy instance, you call it's bark() method: Puppy p; p.bark(); Notice how bark() uses the member variable sound. In many contexts, I've seen folks describe sound as the member variable of the "calling object." My question is, what's a better term to use than "calling object?" To me, the object is not doing any calling. We know that member functions are in a way just functions with an implicit this or self parameter. I've come up with "receiving object," or "message recipient," which makes sense if you're down with the "messaging" paradigm. Do any of you happy hackers have a term that you like to use? I feel it should mean "the object upon which a method is called" and TOUWAMIC just doesn't cut it.

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  • How to disguise a serverside mob as another?

    - by Shaun Wild
    I've been working a Minecraft sever mod and i want to be able to add a new entity to the server, but then make the server send the packets to the client, imitating another mob, for example.. Lets say say i have EntityPlayerNPC.class, what i want to do is have all of the packets that get sent to the client look like they are from that of another player which is on the player, therefore allowing me to add custom NPC's... Thinking about the theory i'm sure this can be done. I've tried looking around for where the packets are being sent from and whatnot, can anyone think up a solution? edit: i tried adding a new constructor to the Packet20NamedEntitySpawn class like so: public Packet20NamedEntitySpawn(String username, EntityLiving e){ this.entityId = 0; this.name = username; this.xPosition = MathHelper.floor_double(e.posX * 32.0D); this.yPosition = MathHelper.floor_double(e.posY * 32.0D); this.zPosition = MathHelper.floor_double(e.posZ * 32.0D); this.rotation = (byte)((int)(e.rotationYaw * 256.0F / 360.0F)); this.pitch = (byte)((int)(e.rotationPitch * 256.0F / 360.0F)); this.metadata = e.getDataWatcher(); } unfortunatley, that didn't work :(

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  • Best setup/workflow for distributed team to integrated DSVC with fragmented huge .NET site?

    - by lazfish
    So we have a team with 2 developers one manager. The dev server sits in a home office and the live server sits in a rack somewhere handled by the larger part of my company. We have freedom to do as we please but I want to incorporate Kiln DSVC and FogBugz for us with some standard procedures to make sense of our decisions/designs/goals. Our main product is web-based training through our .NET site with many videos etc, and we also do mobile apps for multiple platforms. Our code-base is a 15 yr old fragmented mess. The approach has been rogue .asp/.aspx pages with some class management implemented in the last 6 years. We still mix our html/vb/js all on the same file when we add a feature/page to our site. We do not separate the business logic from the rest of the code. Wiring anything up in VS for Intelli-sense or testing or any other benefit is more frustrating than it is worth, because of having to manually rejigger everything back to one file. How do other teams approach this? I noticed when I did wire everything up for VS it wants to make a class for all functions. Do people normally compile DLLs for page-specific functions that won't be reusable? What approaches make sense for getting our practices under control while still being able to fix old anti-patterns and outdated code and still moving towards a logical structure for future devs to build on?

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  • Storing a pass-by-reference parameter as a pointer - Bad practice?

    - by Karl Nicoll
    I recently came across the following pattern in an API I've been forced to use: class SomeObject { public: // Constructor. SomeObject(bool copy = false); // Set a value. void SetValue(const ComplexType &value); private: bool m_copy; ComplexType *m_pComplexType; ComplexType m_complexType; }; // ------------------------------------------------------------ SomeObject::SomeObject(bool copy) : m_copy(copy) { } // ------------------------------------------------------------ void SomeObject::SetValue(const ComplexType &value) { if (m_copy) m_complexType.assign(value); else m_pComplexType = const_cast<ComplexType *>(&value); } The background behind this pattern is that it is used to hold data prior to it being encoded and sent to a TCP socket. The copy weirdness is designed to make the class SomeObject efficient by only holding a pointer to the object until it needs to be encoded, but also provide the option to copy values if the lifetime of the SomeObject exceeds the lifetime of a ComplexType. However, consider the following: SomeObject SomeFunction() { ComplexType complexTypeInstance(1); // Create an instance of ComplexType. SomeObject encodeHelper; encodeHelper.SetValue(complexTypeInstance); // Okay. return encodeHelper; // Uh oh! complexTypeInstance has been destroyed, and // now encoding will venture into the realm of undefined // behaviour! } I tripped over this because I used the default constructor, and this resulted in messages being encoded as blank (through a fluke of undefined behaviour). It took an absolute age to pinpoint the cause! Anyway, is this a standard pattern for something like this? Are there any advantages to doing it this way vs overloading the SetValue method to accept a pointer that I'm missing? Thanks!

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  • Context Sensitive JTable (Part 2)

    - by Geertjan
    Now, having completed part 1, let's add a popup menu to the JTable. However, the menu item in the popup menu should invoke the same Action as invoked from the toolbar button created yesterday. Add this to the constructor created yesterday: Collection<? extends Action> stockActions =         Lookups.forPath("Actions/Stock").lookupAll(Action.class); for (Action action : stockActions) {     popupMenu.add(new JMenuItem(action)); } MouseListener popupListener = new PopupListener(); // Add the listener to the JTable: table.addMouseListener(popupListener); // Add the listener specifically to the header: table.getTableHeader().addMouseListener(popupListener); And here's the standard popup enablement code: private JPopupMenu popupMenu = new JPopupMenu(); class PopupListener extends MouseAdapter { @Override public void mousePressed(MouseEvent e) { showPopup(e); } @Override public void mouseReleased(MouseEvent e) { showPopup(e); } private void showPopup(MouseEvent e) { if (e.isPopupTrigger()) { popupMenu.show(e.getComponent(), e.getX(), e.getY()); } } }

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  • Help with collision detection method [on hold]

    - by derek jones
    I was wondering if any of you could spare me some time to go over some collision detection on my platform engine. i tried XNA a few years back but for reasons i wont go into online could not continue, my health is now at a state where i am ready to try again but due to my current circumstances (and age) schooling is out of the question so i turn to you guys for help. Whilst i can adapt the MS sample ok and have some great features, you will agree modifying code is not really learning. So i have spent the last couple of week going over my old MS code and lots of stuff online and decided on what i want and have ported most of it over to code that i understand 90% of. I have my player class that moves about, jumps with gravity, has animations and a bounding box that follows it around. I have my map & basic level class to load levels from text files. Its just how i handle the collisions that i am struggling with as i will want per pixel collision on some tiles(i have code for this in a pong game i made so that should be ok). I'm pretty clear in my mind on what i need to do its just putting it in code and in the right place, here's what i was thinking. I was going to do it all in layers, have a tile layer, a collision layer & an item layer this way i could make a nice map editor in Win Forms at some point. Anyway i need to read in the collision layer the assign each tile a rectangle and collision property, and this is where i get me. Would any of you be able to spare some time and go over this with me ? I will post some code later Regards Del

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  • Dependency injection: At what point am I allowed to create a new object?

    - by Gaz_Edge
    I am refactoring a PHP application, and I am trying to do has much dependency injection (DI) as possible. I feel like I've got a good grasp of how it works, and I can certainly see my classes becoming a lot leaner and more robust. I'm refactoring so that I can inject a dependency rather than create a new object within the class, but at some point I am going to have to create some objects, that is, use the dreaded new keyword. The problem I have now run into is at what point can I actually create new objects? It's looking like I'll end up at a top level class, creating loads of new objects as there is no where else to go. This feels wrong. I've read some blogs that use factory classes to create all the objects, and then you inject the factory into other classes. You can then call the factory methods, and the factory creates the new object for you. My concern with doing this is now my factory classes are going to be a new free-for-all! I guess this may be OK as they are factory classes, but are there some rules to stick to when using a factory pattern and DI, or am I going way off the mark here?

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  • JavaFX: Use a Screen with your Scene!

    - by user12610255
    Here's a handy tip for sizing your application. You can use the javafx.stage.Screen class to obtain the width and height of the user's screen, and then use those same dimensions when sizing your scene. The following code modifies default "Hello World" application that appears when you create a new JavaFX project in NetBeans. package screendemo; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.stage.Stage; import javafx.stage.Screen; import javafx.geometry.Rectangle2D; public class ScreenDemo extends Application { public static void main(String[] args) { Application.launch(args); } @Override public void start(Stage primaryStage) { primaryStage.setTitle("Hello World"); Group root = new Group(); Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds(); Scene scene = new Scene(root, screenBounds.getWidth(), screenBounds.getHeight()); Button btn = new Button(); btn.setLayoutX(100); btn.setLayoutY(80); btn.setText("Hello World"); btn.setOnAction(new EventHandler() { public void handle(ActionEvent event) { System.out.println("Hello World"); } }); root.getChildren().add(btn); primaryStage.setScene(scene); primaryStage.show(); } } Running this program will set the Stage boundaries to visible bounds of the main screen. -- Scott Hommel

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • Named my RPi 512MB @jerpi_bilbo

    - by hinkmond
    To keep our multiple Raspberry Pi boards apart from each other, I've now named my RPi Model B w/512MB: "jerpi_bilbo", which stands for Java Embedded Raspberry Pi - Bilbo (named after the Hobbit from the J.R.R. Tolkien stories). I also, set up a Twitter account for him. You can follow him at: @jerpi_bilbo He's self-tweeting, manual prompted so far (using Java Embedded 7.0 and twitter4j Java library). Works great! I'm setting him up to be automated self-tweeting soon, so watch for that... Here's a pointer to the open source twitter4j Java library: download here Just unzip and extract out the twitter4j-core-2.2.6.jar and put it on your Java Embedded classpath. Here's how @jerpi_bilbo uses it to Tweet with his Java Embedded runtime: import twitter4j.*; import java.io.* public final class Tweet { public static void main(String[] args) { String statusStr = null; if ((args.length 0) && (args[0] != null)) { statusStr = args[0]; } else { statusStr = new String("Hello World!"); } // Create new instance of the Twitter class Twitter twitter = new TwitterFactory().getInstance(); try { Status status = twitter.updateStatus(statusStr); System.out.println ("Successfully updated the status to: " + status.getText()); } catch (Exception e) { e.printStackTrace(); } } } That's all you need. Java Embedded rocks the RPi! And, @jerpi_bilbo is alive... Hinkmond

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  • XML Parsing Error at 1:1544. Error 4: not well-formed (invalid token)

    - by Steve
    I have installed Joomla 1.5.22 on a new hosting account, which doesn't have a domain yet, so it's public URL is http://cp-013.micron21.com/~annimac/ A message saying: XML Parsing Error at 1:1544. Error 4: not well-formed (invalid token). The source code for this message is: <dl id="system-message"> <dt class="error">Error</dt> <dd class="error message fade"> <ul> <li>XML Parsing Error at 1:1544. Error 4: not well-formed (invalid token)</li> </ul> </dd> </dl> There is nothing in /logs to indicate what the problem is. I have uploaded the following folders from a freshly unzipped copy of Joomla 1.5.22: administrator components includes language\en-GB libraries modules plugins templates\ja_purity xmlrpc and the issue remains. I have no custom or additional plugins, modules, or components installed. If I change templates, the problem remains. What is the problem?

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  • CodePlex Daily Summary for Tuesday, August 19, 2014

    CodePlex Daily Summary for Tuesday, August 19, 2014Popular ReleasesVG-Ripper & PG-Ripper: VG-Ripper 2.9.62: changes NEW: Added Support for 'MadImage.org' links NEW: Added Support for 'ImgSpot.org' links NEW: Added Support for 'ImgClick.net' links NEW: Added Support for 'Imaaage.com' links NEW: Added Support for 'Image-Bugs.com' links NEW: Added Support for 'Pictomania.org' links NEW: Added Support for 'ImgDap.com' links NEW: Added Support for 'FileSpit.com' links FIXED: 'ImgSee.me' linksLinq 4 Javascript: Version 2.4: Minor Changes Made Added Count() and Count(with where clause) Distinct will now use a dictionary instead of a custom dictionary object Organize the unit tests. The variable names will actually make sense and won't be 2 letters. SelectMany will now use the queryable logic.Magick.NET: Magick.NET 7.0.0.0001: Magick.NET linked with ImageMagick 7-Beta.CMake Tools for Visual Studio: CMake Tools for Visual Studio 1.2: This release adds the following new features and bug fixes from CMake Tools for Visual Studio 1.1: Added support for CMake 3.0. Added support for word completion. Added IntelliSense support for the CMAKEHOSTSYSTEM_INFORMATION command. Fixed syntax highlighting for tokens beginning with escape sequences. Fixed issue uninstalling CMake Tools for Visual Studio after Visual Studio has been uninstalled.GW2 Personal Assistant Overlay: GW2 Personal Assistant Overlay 1.1: Overview1.1 is the second 'stable' release of the GW2 Personal Assistant Overlay. This version includes just a couple of very minor features and some minor bug fixes. For details regarding installation, setup, and general use, see Documentation. Note: If you were using a previous version, you will probably want to copy over the following user settings files: GW2PAO.DungeonSettings.xml GW2PAO.EventSettings.xml GW2PAO.WvWSettings.xml GW2PAO.ZoneCompletionSettings.xml New FeaturesAdded new "No...OpenCppCoverage: OpenCppCoverage 0.9.1: - Add Jenkins support. - Command line argument can be placed inside a config file. If you do not have Visual Studio C++ 2013 you need to download redistributable packages: http://www.microsoft.com/en-us/download/details.aspx?id=40784Easy Backup Windows Service: Release 2.0 with CU: Fix log error when "To" directory not exist in fyle system. Force run program as administrator by default. Add 'everyday' schedule element. Update solution to VS 2013.Easy Backup Application: Release 2.0 with CU: Fix log error when "To" directory not exist in fyle system. Fix app location initialization. Force run program as administrator by default. Update solution to VS 2013.TEBookConverter: 1.5: Added: Turkish and French translations Added: A few interface changes Removed: SkinDynamulet: Dynamulet v0.1: DynamoDB Transaction Server v0.1Console parallel nunit tests runner: ConsoleUnitTestsRunner 1.03: bugfixingFluentx: Fluentx v1.5.3: Added few more extension methods.fastJSON: v2.1.2: 2.1.2 - bug fix circular referencesJPush.NET: JPush Server SDK 1.2.1 (For JPush V3): Assembly: 1.2.1.24728 JPush REST API Version: v3 JPush Documentation Reference .NET framework: v4.0 or above. Sample: class: JPushClientV3 2014 Augest 15th.SEToolbox: SEToolbox 01.043.008 Release 1: Changed ship/station names to use new DisplayName instead of Beacon/Antenna. Fixed issue with updated SE binaries 01.043.018 using new Voxel Material definitions.Google .Net API: Drive.Sample: Google .NET Client API – Drive.SampleInstructions for the Google .NET Client API – Drive.Sample</h2> http://code.google.com/p/google-api-dotnet-client/source/browse/?repo=samples#hg%2FDrive.SampleBrowse Source, or main file http://code.google.com/p/google-api-dotnet-client/source/browse/Drive.Sample/Program.cs?repo=samplesProgram.cs <h3>1. Checkout Instructions</h3> <p><b>Prerequisites:</b> Install Visual Studio, and <a href="http://mercurial.selenic.com/">Mercurial</a>.</p> ...FineUI - jQuery / ExtJS based ASP.NET Controls: FineUI v4.1.1: -??Form??????????????(???-5929)。 -?TemplateField??ExpandOnDoubleClick、ExpandOnEnter、ExpandToSelectRow????(LZOM-5932)。 -BodyPadding???????,??“5”“5 10”,???????????“5px”“5px 10px”。 -??TriggerBox?EnableEdit=false????,??????????????(Jango_Jing-5450)。 -???????????DataKeyNames???????????(yygy-6002)。 -????????????????????????(Gnid-6018)。 -??PageManager???AutoSizePanelID????,??????????????????(yygy-6008)。 -?FState???????????????,????????????????(????-5925)。 -??????OnClientClick???return?????????(FineU...DNN CMS Platform: 07.03.02: Major Highlights Fixed backwards compatibility issue with 3rd party control panels Fixed issue in the drag and drop functionality of the File Uploader in IE 11 and Safari Fixed issue where users were able to create pages with the same name Fixed issue that affected older versions of DNN that do not include the maxAllowedContentLength during upgrade Fixed issue that stopped some skins from being upgraded to newer versions Fixed issue that randomly showed an unexpected error during us...WordMat: WordMat for Mac: WordMat for Mac has a few limitations compared to the Windows version - Graph is not supported (Gnuplot, GeoGebra and Excel works) - Units are not supported yet (Coming up) The Mac version is yet as tested as the windows version.MFCMAPI: August 2014 Release: Build: 15.0.0.1042 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010/2013 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeNew Projectsangle.works: Angle.works sample solutionAutomatically Update CMS from SCOM: Microsoft Central Management Server (CMS) was released with SQL Server 2008; however keeping the server list up-to-date is challenging.BLE for NETMF: Class library targeted to .NET Micro Framework for BLE support (both central and peripheral profiles).CIIS: ciisClipboard Calculator: Simple tool to calculate numbers from the clipboard. Useful for SQL Server Management Studio User.CYCLOPS: CYCLOPS is a project that seeks to aid the development and testing of ANPR software. CYCLOPS provides a virtual camera and virtual frame grabber for image procedemo4: demo4eAsset: Web based Fixed Asset Management SystemEFML-Runtime: Create applications with xml,css,js feeadmin: Complete fee managementFinal Fantasy VI Randomizer: This is a simple program that randomizes skills, items, and characters in Final Fantasy VI. It is used for racing the game.Object Editor: Object Editor is a visual editor which allows to edit any properties of any class and to simplify the changing and displaying of a class instance.pbb: Pinoy Badminton Buddies Web ApplicationRubyFeed: RubyFeed is a stand-alone HTML5 page for Internet Explorer on Windows 8 and above that makes it easy to view and manage your Windows RSS Platform feeds.

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  • New Online Learning Library (OLL) content

    - by Irina
    Looking to brush up on OAM or OVD skills? Want some help with OIM? Well, have you checked our Online Learning Library (OLL) recently? OLL is a great way to pickup new skills in short blocks of time, and there is an enormous selection, on a diverse set of products. Every month these trainings get hundreds or thousands of hits. It would be worth your while to spend some time just poking around the nooks and crannies for items that interest you.A smattering of new OBEs and other content have recently become available, and if you haven't already, you might want to check them out: Identity Management: Business Scenarios Business and IT – Collaborative Access Review Sign Off and Closed Loop Identity Certification Oracle Identity Governance: End to End integration From Oracle Identity Manager to a Target Webservice Oracle Identity Manager: Configuring SOA Composite Oracle Identity Manager: Web Services Connector - Overview How to do a basic Oracle Virtual Directory (OVD) Setup? How to setup a simple Oracle Virtual Directory (OVD) Join? Installing Oracle Access Manager: Identity Server and WebPass  Also new is an Oracle University 5-day class you might want to investigate: Oracle Access Manager R2: Administration Essentials An OAM Advanced Administration class is in the works and should be available late summer or fall, so keep your calendar clear! Be sure to let us know in the Comments if there is a training you would find useful. Happy Trails :)

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  • Are these 2 strings equal?

    - by Shawn Cicoria
    I spent way too many hours on this one. I was going through full configuration of ADFS v2 with WCF active client scenarios and using self generated certificates, had all things lined up perfectly.  Using the certificate snap in I just copied the thumbprint into the IdentityModel section (trusted issuers) in my service config.  var one = "?ecb8fd950978d94ae21d4f073227fdc2718bdb96"; var two = "ecb8fd950978d94ae21d4f073227fdc2718bdb96"; What ended up is in the first, there’s a buried nonprintable series of characters (‎ – or E2 80 8E in 0x format). 2 lessons, turn on tracing sooner and don’t trust Copy & Paste – all the time.  I ended up creating a quick Issuer Name Registry class so I could debug and finally saw the issue. namespace MyService { public class IssuerValidator : ConfigurationBasedIssuerNameRegistry { public IssuerValidator() :base() { } public IssuerValidator(XmlNodeList xml) : base(xml) { } public override string GetIssuerName(System.IdentityModel.Tokens.SecurityToken securityToken) { X509SecurityToken token = securityToken as X509SecurityToken; if (token == null) { return "who cares"; } else { return token.Certificate.Thumbprint; } } } I do have a utility I wrote to navigate the cert store and emit the thumbprint to avoid these issues, I just didn’t have it available on my machine at the time.

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  • Programmatically closing a dialog box - win32 [migrated]

    - by user1697579
    I'm working on an application to detect a pop-up dialog and then automatically dismiss it. I'm writing this as a C++/Win32 app. The dialog box is generated by IE 7 and I can detect the window, but several methods to get the OK button to "click" have failed. Doing searches for other people's solutions, sending these messages to the button handle seems to have worked in a lot of situations: PostMessage( handle, WM_LBUTTONDOWN, 0, 0 ); PostMessage( handle, WM_LBUTTONUP, 0, 0 ); PostMessage( handle, BM_SETSTATE, 1, 0 ); It has no effect on the button state in my tests though. I can send tab characters to the main window and see that the OK button gets focus, but then sending return characters does nothing. To learn more about this I used Spy++ to get information about the window hierarchy and what messages are delievered when I manually click the OK button. Looking at the message log and reading about WM_MOUSEACTIVATE seamed to offer a solution. The log info shows that 0002166C was the button window. So in my code I tried this: GetClassNameA( handle, str, str_size ); if( strcmp( str, "Internet Explorer_Server" ) != 0 ) return TRUE; // Not the window we're interested in. // Send a message to activate the button window and have it process a mouse click. PostMessage( handle, WM_MOUSEACTIVATE, (WPARAM) dialog_handle, MAKELPARAM( HTCLIENT, WM_LBUTTONDOWN ); Based on the window hierarchy and message log, I think the window with the class name "Internet Explorer_Server" is the button. Maybe I'm wrong, because it does seem like an odd class name for a button... Below is a link to the window hierarchy image, message log when I manually click the OK button. Last is the code that's executed on a 1 second timer ticket, looking for the window. Any insight and help is appreciated! Image of the window hierarchy, source, window messages, and test dialog source are available here: https://sites.google.com/site/matthewmillersmiscellanea/Home/

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  • Java Program help [migrated]

    - by georgetheevilman
    Okay I have a really annoying error. Its coming from my retainAll method. The problem is that I am outputting 1,3,5 in ints at the end, but I need 1,3,5,7,9. Here is the code below for the MySet and driver classes public class MySetTester { public static void main(String[]args) { MySet<String> strings = new MySet<String>(); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Listen!"); strings.add("Listen!"); strings.add("Sorry, I couldn't resist."); strings.add("Sorry, I couldn't resist."); strings.add("(you know you would if you could)"); System.out.println("Testing add:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 4, contains(Sorry): true\n"); MySet<String> moreStrings = new MySet<String>(); moreStrings.add("Sorry, I couldn't resist."); moreStrings.add("(you know you would if you could)"); strings.removeAll(moreStrings); System.out.println("Testing remove and removeAll:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 2, contains(Sorry): false\n"); MySet<Integer> ints = new MySet<Integer>(); for (int i = 0; i < 100; i++) { ints.add(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 100\n"); for (int i = 0; i < 100; i += 2) { ints.remove(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 50\n"); MySet<Integer> zeroThroughNine = new MySet<Integer>(); for (int i = 0; i < 10; i++) { zeroThroughNine.add(i); } ints.retainAll(zeroThroughNine); System.out.println("ints should now only retain odd numbers" + " 0 through 10\n"); System.out.println("Testing your iterator:\n"); for (Integer i : ints) { System.out.println(i); } System.out.println("\nExpected: \n\n1 \n3 \n5 \n7 \n9\n"); System.out.println("Yours:"); for (String s : strings) { System.out.println(s); } System.out.println("\nExpected: \nHey! \nListen!"); strings.clear(); System.out.println("\nClearing your set...\n"); System.out.println("Your set is empty: " + strings.isEmpty()); System.out.println("Exp. set is empty: true"); } } And here is the main code. But still read the top part because that's where my examples are. import java.util.Set; import java.util.Collection; import java.lang.Iterable; import java.util.Iterator; import java.util.Arrays; import java.lang.reflect.Array; public class MySet implements Set, Iterable { // instance variables - replace the example below with your own private E[] backingArray; private int numElements; /** * Constructor for objects of class MySet */ public MySet() { backingArray=(E[]) new Object[5]; numElements=0; } public boolean add(E e){ for(Object elem:backingArray){ if (elem==null ? e==null : elem.equals(e)){ return false; } } if(numElements==backingArray.length){ E[] newArray=Arrays.copyOf(backingArray,backingArray.length*2); newArray[numElements]=e; numElements=numElements+1; backingArray=newArray; return true; } else{ backingArray[numElements]=e; numElements=numElements+1; return true; } } public boolean addAll(Collection<? extends E> c){ for(E elem:c){ this.add(elem); } return true; } public void clear(){ E[] newArray=(E[])new Object[backingArray.length]; numElements=0; backingArray=newArray; } public boolean equals(Object o){ if(o instanceof Set &&(((Set)o).size()==numElements)){ for(E elem:(Set<E>)o){ if (this.contains(o)==false){ return false; } return true; } } return false; } public boolean contains(Object o){ for(E backingElem:backingArray){ if (o!=null && o.equals(backingElem)){ return true; } } return false; } public boolean containsAll(Collection<?> c){ for(E elem:(Set<E>)c){ if(!(this.contains(elem))){ return false; } } return true; } public int hashCode(){ int sum=0; for(E elem:backingArray){ if(elem!=null){ sum=sum+elem.hashCode(); } } return sum; } public boolean isEmpty(){ if(numElements==0){ return true; } else{ return false; } } public boolean remove(Object o){ int i=0; for(Object elem:backingArray){ if(o!=null && o.equals(elem)){ backingArray[i]=null; numElements=numElements-1; E[] newArray=Arrays.copyOf(backingArray,backingArray.length-1); return true; } i=i+1; } return false; } public boolean removeAll(Collection<?> c){ for(Object elem:c){ this.remove(elem); } return true; } public boolean retainAll(Collection<?> c){ MySet<E> removalArray=new MySet<E>(); for(E arrayElem:backingArray){ if(arrayElem!= null && !(c.contains(arrayElem))){ this.remove(arrayElem); } } return false; } public int size(){ return numElements; } public <T> T[] toArray(T[] a) throws ArrayStoreException,NullPointerException{ for(int i=0;i<numElements;i++){ a[i]=(T)backingArray[i]; } for(int j=numElements;j<a.length;j++){ a[j]=null; } return a; } public Object[] toArray(){ Object[] newArray=new Object[numElements]; for(int i=0;i<numElements;i++){ newArray[i]=backingArray[i]; } return newArray; } public Iterator<E> iterator(){ setIterator iterator=new setIterator(); return iterator; } private class setIterator implements Iterator<E>{ private int currIndex; private E lastElement; public setIterator(){ currIndex=0; lastElement=null; } public boolean hasNext(){ while(currIndex<=numElements && backingArray[currIndex]==null){ currIndex=currIndex+1; } if (currIndex<=numElements){ return true; } return false; } public E next(){ E element=backingArray[currIndex]; currIndex=currIndex+1; lastElement=element; return element; } public void remove() throws UnsupportedOperationException,IllegalStateException{ if(lastElement!=null){ MySet.this.remove((Object)lastElement); numElements=numElements-1; } else{ throw new IllegalStateException(); } } } } I've been able to reduce the problems, but otherwise this thing is still causing problems.

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  • If an entity is composed, is it still a god object?

    - by Telastyn
    I am working on a system to configure hardware. Unfortunately, there is tons of variety in the hardware, which means there's a wide variety of capabilities and configurations depending on what specific hardware the software connects to. To deal with this, we're using a Component Based Entity design where the "hardware" class itself is a very thin container for components that are composed at runtime based on what capabilities/configuration are available. This works great, and the design itself has worked well elsewhere (particularly in games). The problem is that all this software does is configure the hardware. As such, almost all of the code is a component of the hardware instance. While the consumer only ever works against the strongly typed interfaces for the components, it could be argued that the class that represents an instance of the hardware is a God Object. If you want to do anything to/with the hardware, you query an interface and work with it. So, even if the components of an object are modular and decoupled well, is their container a God Object and the downsides associated with the anti-pattern?

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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • Dependency Injection: What point am I allowed to create a new object?

    - by Gaz_Edge
    I am refactoring a php application and I am trying to do has much dependency injection as possible. I feel like I've got a good grasp of how it works, and I can certainly see my classes becoming a lot leaner and more robust. Im refactoring so that I can inject a dependency rather than create a new object within the class, but at some point I am going to have to create some objects i.e. use the dreaded new keyword. The problem I have now run into is at what point can I actually create new objects? Its looking like I'll end up at a top level class, creating loads of new objects as there is no where else to go. This feels wrong. I've read some blogs that use factory classes to create all the objects, and then you inject the factory into other classes. You can then call the factory methods, and the factory creates the new object for you. My concern with doing this is now my factory classes are going to be a new free-for-all! I guess this may be ok as they are factory classes, but are there some rules to stick to when using factory pattern and DI, or am I going way off the mark here.

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  • Cycling through ItemStacks whlie supplying data... LOST [on hold]

    - by user3251606
    Ok so i am working on a plugin for my server that will open and inventory and when closed it will pass items to this class... object of this class is to cycle through the inventory and use a cfg file to define items and prices and then grab that info in a for loop and add it all up... heres what i have thus far... public void sell(Player p, Inventory inv) { ListIterator<ItemStack> it = inv.iterator(); double total = 0; for (ItemStack is : inv) { is = it.next(); if (is.getType() != null) { String type = is.getType().toString(); //short dur = is.getDurability(); String check = ChestSell.plugin.getConfig().getString(type); p.sendMessage("Item Type: " + type); if (check != null) { int amou = is.getAmount(); double value = ChestSell.plugin.getConfig().getDouble(type + ".price"); double tv = amou * value; p.sendMessage("Items in chest: Type " + type + " Ammount: " + amou + " Value: $" + tv); } //TODO Add return Items } } p.sendMessage("You got paid $" + total + " for your items!"); inv.clear(); }

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  • jquery selector for elements beside one another? [migrated]

    - by PaulHanak
    this SHOULD be simple, but I have been through the Jquery Selector help for about an hour now and nothing seems to be working. Help! I am basically trying to pull the text (an address) of a SPAN after a user clicks on the link next to it. Please note though, I will have about 10 on a page, so I cannot set a static address. It must be pulled when the user clicks. The html code: <a href="3" class="clicky">Click to Show Map</a> <span style="display: none" class="theaddy">123 Fake Street, Somewhere Else, 12341</span> So really, my question is, how do I grab the text from .theaddy when a user clicks on .clicky? As I said, I cannot use var propertyaddy = $(.theaddy).text(); because there are 10 of these addy's on the same page. I need some sort of "THIS" Next To kinda thing. I also tossed around the idea of placing the SPAN inside the A, but my efforts on that weren't working either. Thank you in advance for any help!

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