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  • OpenXML error “file is corrupt and cannot be opened.”

    - by nmgomes
    From time to time I ear some people saying their new web application supports data export to Excel format. So far so good … but they don’t tell the all story … in fact almost all the times what is happening is they are exporting data to a Comma-Separated file or simply exporting GridView rendered HTML to an xls file. Ok … it works but it’s not something I would be proud of. So … yesterday I decided to take a look at the Office Open XML File Formats Specification (Microsoft Office 2007+ format) based on well-known technologies: ZIP and XML. I start by installing Open XML SDK 2.0 for Microsoft Office and playing with some samples. Then I decided to try it on a more complex web application and the “file is corrupt and cannot be opened.” message start happening. Google show us that many people suffer from the same and it seems there are many reasons that can trigger this message. Some are related to the process itself, others with encodings or even styling. Well, none solved my problem and I had to dig … well not that much, I simply change the output file extension to zip and extract the zip content. Then I did the same to the output file from my first sample, compare both zip contents with SourceGear DiffMerge and found that my problem was Culture related. Yes, my complex application sets the Thread.CurrentThread.CurrentCulture  to a non-English culture. For sample purposes I was simply using the ToString method to convert numbers and dates to a string representation but forgot that XML is culture invariant and thus using a decimal separator other than “.” will result in a deserialization problem. I solve the “file is corrupt and cannot be opened.” by using Convert.ToString(object, CultureInfo.InvariantCulture) method instead of the ToString method. Hope this can help someone.

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • Achieve anisotropic filtering

    - by fedab
    I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler textureSampler = sampler_state { Texture = (tex); MipFilter = Anisotropic; MagFilter = Anisotropic; MinFilter = Anisotropic; MaxAnisotropy = 16; }; float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET { float4 textureColor; textureColor = tex.Sample(textureSampler, tex0) * color; return textureColor; } I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering. Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too. Some steps what i have to set would be helpful.

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  • Storing images in file system and returning URLs or virtually resizing and returning byte arrays?

    - by ismaelf
    I need to create a REST web service to manage user submitted images and displaying them all in a website. There are multiple websites that are going to use this service to manage and display images. The requirements are to have 5 pre-defined image sizes available. The 2 options I see are the following: The web service will create the 5 images, store them in the file system and and store the URL's in the database when the user submits the image. When the image is requested, the web service will return an array of URLs. I see this option to be a little hard on the hard drive. The estimates are 10,000 users per site, and lets say, 100 sites. The heavy processing will be done when the user submits the image and each image is going to be pulled from the File System. The web service will store just the image that the user submits in the file system and it's URL in the database. When the user request images, the web service will get the info from the DB, load the image on memory, create its 5 instances and return an object with 5 image arrays (I will probably cache the arrays). This option is harder on the processor and memory. The heavy processing will be done when the images get requested. A plus I see for option 2 is that it will give me the option to rewrite the URL of the image and make them site dependent (prettier) than having a image repository for all websites. But this is not a big deal. What do you think of these options? Do you have any other suggestions?

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  • Solutions for "Maintenance Mode"

    - by Ka Lyse
    Given a web application running across 10+ servers, what techniques have you put in place for doing things like altering the state of your website so that you can implement certain features. For instance, you might want to: Restrict Logins/Disable Certain Features Turn Site to "Read Only" Turn Site to Single "Maintenance Mode" page. Doing any of the above is pretty trivial. You can throw a particular "flag" in an .ini file, or add a row/value to a site_options table in your database and just read that value and do the appropriate thing. But these solutions have their problems. Disadvantages/Problems For instance, if you use a file for your application, and you want to switch off a certain feature temporarily, then you need to update this file on all servers. So then you might want to look at running something like ZooKeeper, but you are probably overcomplicating things. So then, you might decide that you want to store these "feature" flags in a database. But then you are obviously adding unncessary queries to each page request. So you think to yourself, that you will throw memcached in to the mix and just cache the query. Then you just retrieve all of your "Features" from memcached and add a 2ms~ latency to your application on every page. So to get around this, you decide to use a two tier-cache system, whereby you use an inmemory cache on each machine, (like Apc/Redis etc). This would work, but then it gets complicated, because you would have to set the key/hash life to perhaps 60 seconds, so that when you purge/invalidate the memcached object storing your "Features" result, your on machine cache is prompt enough to get the the new states. What suggestions might you have? Keeping in mind that optimization/efficiency is the priority here.

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  • Data Access Objects old fashioned? [on hold]

    - by Bono
    A couple of weeks ago I delivered some work for a university project. After a code review with some teachers I got some snarky remarks about the fact that I was (still) using Data Access Objects. The teacher in question who said this mentions the use of DAO's in his classes and always says something along the lines of "Back then we always used DAO's". He's a big fan of Object Relational Mapping, which I also think is a great tool. When I was talking about this with some of my fellow students, they also mentioned that they prefer the use of ORM, which I can understand. It did make me wonder though, is using DAO's really so old fashioned? I know that at my work DAO's are still being used, but this is due to the fact that some of the code is rather old and therefor can't be coupled with ORM. We also do use ORM at my work. Trying to find some more information on Google or Stack Exchange sites didn't really enlighten me. Should I step away from the use of DAO's and only start implementing ORM? I just feel that ORM's can be a bit overkill for some simple projects. I'd love to hear your opinions (or facts) about this.

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  • Move a player to another team, with players stored in one arraylist and teams in another using java

    - by user1056758
    Basically I have a team class, which has an array list that store the players in. In the driver class theres an arraylist that stores the teams. Anyhow I've worked out how to add a player to a specific team and like wise remove a player from said team. Where I'm hitting problems is when I try to transfer one player to another. My understanding is to scan through the first team,and get the player. Then some how add this player to another, by scanning through the chosen team and add to it? I've tried this way but it seems to replace the original player with the new player in both teams. My other approach would be to somehow return the parameters of the player object, create another with the return parameters, remove the orignal then add the new instance in the other team? Really not quite generally how I can go about this, been trying all afternoon! If someone could offer me a general idea, then I can go off and apply the understanding to practice. Many thanks

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  • Should I use a seperate class per test?

    - by user460667
    Taking the following simple method, how would you suggest I write a unit test for it (I am using MSTest however concepts are similar in other tools). public void MyMethod(MyObject myObj, bool validInput) { if(!validInput) { // Do nothing } else { // Update the object myObj.CurrentDateTime = DateTime.Now; myObj.Name = "Hello World"; } } If I try and follow the rule of one assert per test, my logic would be that I should have a Class Initialise method which executes the method and then individual tests which check each property on myobj. public class void MyTest { MyObj myObj; [TestInitialize] public void MyTestInitialize() { this.myObj = new MyObj(); MyMethod(myObj, true); } [TestMethod] public void IsValidName() { Assert.AreEqual("Hello World", this.myObj.Name); } [TestMethod] public void IsDateNotNull() { Assert.IsNotNull(this.myObj.CurrentDateTime); } } Where I am confused is around the TestInitialize. If I execute the method under TestInitialize, I would need seperate classes per variation of parameter inputs. Is this correct? This would leave me with a huge number of files in my project (unless I have multiple classes per file). Thanks

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  • Checking validation of entries in a Sudoku game written in Java

    - by Mico0
    I'm building a simple Sudoku game in Java which is based on a matrix (an array[9][9]) and I need to validate my board state according to these rules: all rows have 1-9 digits all columns have 1-9 digits. each 3x3 grid has 1-9 digits. This function should be efficient as possible for example if first case is not valid I believe there's no need to check other cases and so on (correct me if I'm wrong). When I tried doing this I had a conflict. Should I do one large for loop and inside check columns and row (in two other loops) or should I do each test separately and verify every case by it's own? (Please don't suggest too advanced solutions with other class/object helpers.) This is what I thought about: Main validating function (which I want pretty clean): public boolean testBoard() { boolean isBoardValid = false; if (validRows()) { if (validColumns()) { if (validCube()) { isBoardValid = true; } } } return isBoardValid; } Different methods to do the specific test such as: private boolean validRows() { int rowsDigitsCount = 0; for (int num = 1; num <= 9; num++) { boolean foundDigit = false; for (int row = 0; (row < board.length) && (!foundDigit); row++) { for (int col = 0; col < board[row].length; col++) { if (board[row][col] == num) { rowsDigitsCount++; foundDigit = true; break; } } } } return rowsDigitsCount == 9 ? true : false; } I don't know if I should keep doing tests separately because it looks like I'm duplicating my code.

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  • Should sanity be a property of a programmer or a program?

    - by toplel32
    I design and implement languages, that can range from object notations to markup languages. In many cases I have considered restrictions in favor of sanity (common knowledge), like in the case of control characters in identifiers. There are two consequences to consider before doing this: It takes extra computation It narrows liberty I'm interested to learn how developers think of decisions like this. As you may know Microsoft C# is very open on the contrary. If you really want to prefix your integer as Long with 'l' instead of 'L' and so risk other developers of confusing '1' and 'l', no problem. If you want to name your variables in non-latin script so they will contrast with C#'s latin keywords, no problem. Or if you want to distribute a string over multiple lines and so break a series of indentation, no problem. It is cheap to ensure consistency with restrictions and this makes it tempting to implement. But in the case of disallowing non-latin characters (concerning the second example), it means a discredit to Unicode, because one would not take full advantage of its capacity.

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • Strategy to store/average logs of pings

    - by José Tomás Tocino
    I'm developing a site to monitor web services. The most basic type of check is sending a ping, storing the response time in a CheckLog object. By default, PingCheck objects are triggered every minute, so in one hour you get 60 CheckLogs and in one day you get 1440 CheckLogs. That's a lot of them, I don't need to store such level of detail, so I've set a up collapsing mechanism that periodically takes the uncollapsed CheckLogs older than 24h and collapses (averages) them in intervals of 30 minutes. So, if you have 360 CheckLogs that have been saved from 0:00 to 6:00, after collapsing you retain just 12 of them. The problem.. well, is this: After averaging the response times, the graph changes drastically. What can I do to improve this? Guess one option could be narrowing the interval duration to 15 min. I've seen the graphs at the GitHub status page and they do not seem to suffer from this problem. I'd appreciate any kind of information you could give me about this area.

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  • multi-thread in mmorpg server

    - by jean
    For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At other side, server handle player incoming package have its own threads also: I/O threads. Generally, the handler of the corresponding incoming package run in I/O threads. So there is a problem: thread synchronization. I have consider two methods: Synchronize with mutex. I/O thread lock a mutex before execute handler function and map thread lock same mutex before it execute map's update. Execute all handler functions in map's thread, I/O thread only queue the incoming handler and let map thread to pop the queue then call handler function. These two have a disadvantage: delay. For method 1, if the map's tick function is running, then all clients' request need to waiting the lock release. For method 2, if map's tick function is running, all clients' request need to waiting for next tick to be handle. Of course, there is another method: add lock to functions that use data which will be accessed both in I/O thread & map thread. But this is hard to maintain and easy to goes incorrect. It needs carefully check all variables whether or not accessed by both two kinds thread. My problem is: is there better way to do this? Notice that I said map is logic concept means no interactions can happen between two map except transport. I/O thread means thread in 3rd part network lib which used to handle client request.

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • How to load chunks of 2d map segments when player reaches a certain point?

    - by 2kan
    In my 2d platformer (made with Java and Slick2d), random maps are made by combining different segments together and displaying them one after the other. My problem is that I can't load too many segments or the game will run out of memory, so I want to load n number of segments at a time in chunks, then load the next chunk when the player comes near the end of one. I've attempted to do this for a couple of hours now, but I just can't get it to work at all. This is my chunk generation function where chunkLoad is the number of segments to load and BLOCK_WIDTH is the number of blocks/tiles each segment is across. Chunk1 and map are arrays of segments. Random r = new Random(); for(int i=0; i<chunkLoad; i++) { int id = r.nextInt(4)+2; chunk1[i] = new BlockMap("res/window/map"+id+".tmx", i*BLOCK_WIDTH); } map = chunk1; chunksLoaded++; The map is then drawn on the screen like this. tmap is a TiledMap object and each block/tile is 16 pixels wide for(int i=0; i<chunkLoad; i++) { map[i].tmap.render((i * BLOCK_WIDTH * 16) + (cameraX), 0); } I can successfully load new chunks, but I can't display them in the correct position, nor the hitboxes. Any suggestions? Thanks.

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  • 1 ASPX Page, Multiple Master Pages

    - by csmith18119
    So recently I had an ASPX page that could be visited by two different user types.  User type A would use Master Page 1 and user type B would use Master Page 2.  So I put together a proof of concept to see if it was possible to change the MasterPage in code.  I found a great article on the Microsoft ASP.net website. Specifying the Master Page Programmatically (C#) by Scott Mitchell So I created a MasterPage call Alternate.Master to act as a generic place holder.  I also created a Master1.Master and a Master2.Master.  The ASPX page, Default.aspx will use this MasterPage.  It will also use the Page_PreInit event to programmatically set the MasterPage.  1: protected void Page_PreInit(object sender, EventArgs e) { 2: var useMasterPage = Request.QueryString["use"]; 3: if (useMasterPage == "1") 4: MasterPageFile = "~/Master1.Master"; 5: else if (useMasterPage == "2") 6: MasterPageFile = "~/Master2.Master"; 7: }   In my Default.aspx page I have the following links in the markup: 1: <p> 2: <asp:HyperLink runat="server" ID="cmdMaster1" NavigateUrl="~/Default.aspx?use=1" Text="Use Master Page 1" /> 3: </p> 4: <p> 5: <asp:HyperLink runat="server" ID="cmdMaster2" NavigateUrl="~/Default.aspx?use=2" Text="Use Master Page 2" /> 6: </p> So the basic idea is when a user clicks the HyperLink to use Master Page 1, the default.aspx.cs code behind will set the property MasterPageFile to use Master1.Master.  The same goes with the link to use Master Page 2.  It worked like a charm!  To see the actual code, feel free to download a copy here: Project Name: Skyhook.MultipleMasterPagesWeb http://skyhookprojectviewer.codeplex.com

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  • using NetBeans for rotate a figure in a label [migrated]

    - by user134812
    I was reading this post: http://forums.netbeans.org/post-8864.html and what I have done so far is to make a jFrame in NetBeans, on it I have drawn a jPanel and inisde the panel I have drawn a jLabel on it and use the icon property to put an image on it; until now all is so far so good. I would like to make a program that everytime I click on the figure it rotates it to the right. Actually I have found the following code: public class RotateImage extends JPanel{ // Declare an Image object for us to use. Image image; // Create a constructor method public RotateImage(){ super(); // Load an image to play with. image = Toolkit.getDefaultToolkit().getImage("Duke_Blocks.gif"); } public void paintComponent(Graphics g){ Graphics2D g2d=(Graphics2D)g; // Create a Java2D version of g. g2d.translate(170, 0); // Translate the center of our coordinates. g2d.rotate(1); // Rotate the image by 1 radian. g2d.drawImage(image, 0, 0, 200, 200, this); } but for what I see this code is for making the panel and other components from scratch, for my purposes it is not so good because I need to put several figures on my jFrame. Could somebody can give me a hint how to do this?

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  • Allowing client to select data to return via REST interface

    - by CMP
    I have a rest service that is essentially a proxy to a variety of other services. So if I call GET /users/{id} It will get their user profile, as well as order history, and contact info, etc... all from various services, and aggregates them into one nice object. My problem is that each call to a different service has the potential to add time to the original request, so we would rather not get ALL the data ALL of the time if a particular client does not care about all of the pieces. A solution I have arrived at is to do something like this: GET /users/{id}?includeOrders=true&includeX=true&includeY=true... That works, and it allow me to do only what I need to, but it is cumbersome. We have added enough different data sources that there are too many parameters for that style to be useful. I could do something similar with a single integer and a bitmask or something, but that only makes it harder to read, and it does not feel very Restful. I could break it down into multiple calls so they would need to call /users/{id}/orders and /users/{id}/profile separately, but that sort of defeats the purpose of an aggregating proxy, who's purpose is to make clients jobs easier. Are there any good patterns that can help me return just enough data for each client, without making it too difficult for them to filter and select what they want?

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  • how to override ckeditor events [migrated]

    - by joe
    I am new to ckeditor, I have hard time figuring this issue out. due to my html design; if I try to use the link editor dialog while my ckeditor is maximized, it just doesn't show up, I understand that ckeditor is the top most object in my html page and the link dialog comes underneath it. if now I bring ckeditor to its normal state I will be able to see and use the link dialog. my idea is to slightly override the link button click event as follows: if the editor is in full screen mode, bring it back to the normal state. and keep a flag somewhere so that when I close the link dialog, I can decide whether to bring back the ckeditor to a maximized mode again. now this is easy logic except that I do not know how to override the click event of the link button and keep it work as expected. here's what I have: $().ready(function () { var editor = $('#txa').ckeditor(); CKEDITOR.plugins.registered['link']= { init : function( editor ) { var command = editor.addCommand( 'link', { modes : { wysiwyg:1, source:1 }, exec : function( editor ) { if(editor.commands.maximize.state == 1 ){ alert("maximized"); //....here bring back the editor to UN-maximized state and let the link button event click do the default behavior } else { alert("normal state"); } //2 is normal state //1 is maximized } } ); editor.ui.addButton( 'link',{label : 'YOUR LABEL',command : 'link'}); } } }); html part to make the exemple work: <div> <textarea id="txa"> </textarea> </div> TO BE SHORT: http://jsfiddle.net/Q43QP/ if the editor is maximized, bring it to normal state then show the link dialog.

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  • Change spacing of icons in Indicator Applet Complete, preferably by editing a config file?

    - by PeaTearGriffin
    Changing icon spacing within Application Indicator Complete. If at all possible, I'd like to space them with about 1-3px between each one. https://launchpad.net/indicator-applet [Website] I'm using 12.04, and in GNOME Classic (No Effects). I'm working from a netbook (1024x600), and am trying to fit everything into one panel for the sake of screen conservation. Ironically, my netbook is often without reliable net access, and so a way to simply edit a config file or the like would be ideal, as opposed to downloading patches, modified packages, etc., but anything would be helpful. Even pointing me in the direction of how to start rebuilding the indicator to meet my needs (if need-be) would be welcome. Does anyone know of a method that would serve my purpose? EDIT: I've downloaded v0.4.93 from the site mentioned above, and took a look inside the archive. Couldn't find anything clearly alluding to object placement/size and such. Maybe just a pointer on where to find those params would do? EDIT 2: Some more info on my WM/DE: I'm pretty sure GNOME classic is gtk2 not gtk3, and equally sure my windows manager is metacity, as opposed to compiz. "equally sure" meaning i could be horribly wrong, but when I edit the metacity css file for my theme (which ive switched to "Adawaita"), it takes effect after logout/login. My inability to modify the spacing persists. Im gonna see if i can contact someone involved in its dev to get their input, will post results here if fruitful.

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  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Generic Pop and Push for List<T>

    - by Bil Simser
    Here's a little snippet I use to extend a generic List class to have similar capabilites to the Stack class. The Stack<T> class is great but it lives in its own world under System.Object. Wouldn't it be nice to have a List<T> that could do the same? Here's the code: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static class ExtensionMethods 2: { 3: public static T Pop<T>(this List<T> theList) 4: { 5: var local = theList[theList.Count - 1]; 6: theList.RemoveAt(theList.Count - 1); 7: return local; 8: } 9:   10: public static void Push<T>(this List<T> theList, T item) 11: { 12: theList.Add(item); 13: } 14: } It's a simple extension but I've found it useful, hopefully you will too! Enjoy.

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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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  • Moving from VB.NET to C#

    - by w0051977
    I have worked with the VB.NET programming language for the last five years. I want to move to C# as I believe skills are more valued plus it is more similar to other object oriented languages like Java. I was offered a job today working primarily with C#. I explained at the interview that I am a VB.NET Developer and I did the test in VB.NET (though they would of preferred C#). If I decide to accept the position then I will be starting at at the top end of the salary bracket (only very slightly more than I earn now). I will have to help more junior staff in the future who probably have more experience using C# than I do (1-2 years). I used Java and C++ at university. I want to move towards C# in the future as I believe C# skills are more valued based on job advertisements I have seen recently. Has anyone else done this and did it work? i.e. move to a new organisation as a C# Developer at quite a senior level with experience primarily using VB.NET.

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