Search Results

Search found 7624 results on 305 pages for 'rigid body dynamics'.

Page 199/305 | < Previous Page | 195 196 197 198 199 200 201 202 203 204 205 206  | Next Page >

  • Why Freezing when sending email?

    - by Outlaw Lemur
    So i have a kinect program which when it detects a human, it saves images of them and sends your email a notification email, the thing is that when it sends the email, it freezes and stops running, Why does it do this? Email Notification Code: void SendNotificationEmail() { string email = textBox1.Text; string message = "Someone has been detected in your house!\n Go to www.kinected.webs.com to view your photos now!!!!"; System.Net.Mail.MailMessage emailsend = new System.Net.Mail.MailMessage(); emailsend.To.Add(email); emailsend.Subject = "There is an Intruder In Your Home!"; emailsend.From = new System.Net.Mail.MailAddress("[email protected]"); emailsend.Body = message; System.Net.Mail.SmtpClient smtp = new System.Net.Mail.SmtpClient("smtp.mail.yahoo.com."); smtp.Send(emailsend); } When its supposed to fire: void nui_ColorFrameReady2(object sender, ImageFrameReadyEventArgs e) { // 32-bit per pixel, RGBA image xxx PlanarImage Image = e.ImageFrame.Image; //int deltaFrames = totalFrames - lastFrameWithMotion; //if (totalFrames2 <= stopFrameNumber & deltaFrames > 300) { ++totalFrames2; string bb1 = Convert.ToString(totalFrames2); // string file_name_3 = "C:\\Research\\Kinect\\Proposal\\Depth_Img" + bb1 + ".jpg"; xxx string file_name_4 = "C:\\temp\\Kinect1_Img" + bb1 + ".jpg"; video.Source = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); BitmapSource image4 = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); if (PersonDetected == 1) { if (totalFrames2 % 10 == 0) { image4.Save(file_name_4, Coding4Fun.Kinect.Wpf.ImageFormat.Jpeg); SendNotificationEmail(); PersonDetected = 0; // lastFrameWithMotion = totalFrames; // topFrameNumber += 100; } } } } Thanks for any help!

    Read the article

  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

    Read the article

  • Tidbits of goodness - Podcasts, REST, JSON

    - by jeff.x.davies
    I've been quiet for a while, busy with a variety of projects. I did want to let you all know about a couple of things going on. First, I have been participating in architectural podcasts with Bob Rhubart. If you are interested in hearing these short (about 10 minutes each) recordings where a group of us discuss enterprise architecture and its future, check out http://blogs.oracle.com/archbeat/2010/05/podcast_show_notes_evolving_en.html Next, I have been working on the public sample code for the Oracle Service Bus 11g release. I'm now expanding my samples to include SCA, BPEL and the Oracle Adapters. This is really great experience for me because I have been learning these other tools to a deeper level and this provides insight into developing better solutions. You know the old saying, "If the only tool you have is a hammer, you tend to appraoch every problem as if it were a nail." However, I'm not the only one working on these samples. We have alot of our best and brightest working on sample code for the 11g release. Take a look at https://soasamples.samplecode.oracle.com/ to see all of the samples for SOA Suite 11g A reader wrote to me and asked me about using OSB to return information in JSON format. I don't have a sample posted for this yet, but I am working on getting one packaged up. In the mean time I can tell you that it is dead simple to do in OSB. Use the instructions I gave in an earlier blog entry on creating REST services using OSB, specify Messaging Service as the service type that takes a Text message and returns a Text message. Then have the OSB proxy service return a JSON formatted string (by replacing the contents of the $body variable with the JSON text) and you're done! This approach allows you to use OSB services from within Javascript/AJAX seamlessly. As I get more samples posted to the OTN site, I'll let you know. I have lots of interesting stuff on the way.

    Read the article

  • Using Native Drag and Drop in HTML 5 pages

    - by nikolaosk
    This is going to be the eighth post in a series of posts regarding HTML 5. You can find the other posts here, here , here , here, here , here and here. In this post I will show you how to implement Drag and Drop functionality in an HTML 5 page using JQuery.This is a great functionality and we do not need to resort anymore to plugins like Silverlight and Flash to achieve this great feature. This is also called a native approach on Drag and Drop.I will use some events and I will write code to respond when these events are fired.As I said earlier we need to write Javascript to implement the drag and drop functionality. I will use the very popular JQuery Library. Please download the library (minified version) from http://jquery.com/downloadI will create a simple HTML page.There will be two thumbnails pics on it. There will also be the drag and drop area where the user will drag the thumb pics into it and they will resize to their actual size. The HTML markup for the page follows<!doctype html><html lang="en"><head><title>Liverpool Legends Gallery</title><meta charset="utf-8"><link rel="stylesheet" type="text/css" href="style.css"><script type="text/javascript" charset="utf-8" src="jquery-1.8.1.min.js"></script>  <script language="JavaScript" src="drag.js"></script>   </head><body><header><h1>A page dedicated to Liverpool Legends</h1><h2>Drag and Drop the thumb image in the designated area to see the full image</h2></header><div id="main"><img src="thumbs/steven-gerrard.jpg"  big="large-images/steven-gerrard-large.jpg" alt="John Barnes"><img src="thumbs/robbie-fowler.jpg" big="large-images/robbie-fowler-large.jpg" alt="Ian Rush"><div id="drag"><p>Drop your image here</p> </div></body></html> There is nothing difficult or fancy in the HTML markup above. I have a link to the external JQuery library and another javascript file that I will implement the whole drag and drop functionality.The code for the css file (style.css) follows#main{  float: left;  width: 340px;  margin-right: 30px;}#drag{  float: left;  width: 400px;  height:300px;  background-color: #c0c0c0;}These are simple CSS rules. This post cannot be a tutorial on CSS.For all these posts I assume that you have the basic HTML,CSS,Javascript skills.Now I am going to create a javascript file (drag.js) to implement the drag and drop functionality.I will provide the whole code for the drag.js file and then I will explain what I am doing in each step.$(function() {          var players = $('#main img');          players.attr('draggable', 'true');                    players.bind('dragstart', function(event) {              var data = event.originalEvent.dataTransfer;               var src = $(this).attr("big");              data.setData("Text", src);               return true;          });          var target = $('#drag');          target.bind('drop', function(event) {            var data = event.originalEvent.dataTransfer;            var src = ( data.getData('Text') );                         var img = $("<img></img>").attr("src", src);            $(this).html(img);            if (event.preventDefault) event.preventDefault();            return(false);          });                   target.bind('dragover', function(event) {                if (event.preventDefault) event.preventDefault();            return false;          });           players.bind('dragend', function(event) {             if (event.preventDefault) event.preventDefault();             return false;           });        });   In these lines var players = $('#main img'); players.attr('draggable', 'true');We grab all the images in the #main div and store them in a variable and then make them draggable.Then in following lines I am using the dragstart event.  players.bind('dragstart', function(event) {              var data = event.originalEvent.dataTransfer;               var src = $(this).attr("big");              data.setData("Text", src);               return true;          }); In this event I am associating the custom data attribute value with the item I am dragging.Then I create a variable to get hold of the dropping area var target = $('#drag'); Then in the following lines I implement the drop event and what happens when the user drops the image in the designated area on the page. target.bind('drop', function(event) {            var data = event.originalEvent.dataTransfer;            var src = ( data.getData('Text') );                         var img = $("<img></img>").attr("src", src);            $(this).html(img);            if (event.preventDefault) event.preventDefault();            return(false);          }); The dragend  event is fired when the user has finished the drag operation        players.bind('dragend', function(event) {             if (event.preventDefault) event.preventDefault();             return false;           }); When this method event.preventDefault() is called , the default action of the event will not be triggered.Please have a look a the picture below to see how the page looks before the drag and drop takes place. Then simply I drag and drop a picture in the dropping area.Have a look at the picture below It works!!! Hope it helps!!  

    Read the article

  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

    Read the article

  • Looking for a comfortable Laptop Cooling Pad? Repurpose a pillow as a Laptop Cooling Pad

    - by Gopinath
    Update: This idea sucks as using a pillow blocks laptop cooling fans and air flow, which in turn would damage the laptop. Thanks Vijay I’ve a HP Pavilion laptop which turns hot quickly and most of the time I would not be able to keep it on my lap after 30 minutes of usage. It’s the same case with my DELL laptop and not to blame any specific brand or model. Most of the budget laptops generate lot of heat and tough to keep them on laps for a long time. They burn skin and the irritation sense leaves me with no option other than throwing them away. While searching for options to beat the heat I found Laptop Cooling Pads on Amazon.They attach to the base of laptops and act like a heat shield/sink to protect thighs from the heat generated by laptops. They are available from around $7 and goes up to $100 depending on the features they offer. After reading reviews I selected a trendy looking and comfortable laptop cooling pad and it was around $25 before shipping and taxes. I’m going to buy one of the cooling pads from Amazon. On a second thought I started searching for options to repurpose any of the house hold items as a laptop cooling pad and save money. The option suggested by wife is to repurpose an old pillow as a laptop cooling pad.  Here is my laptop cooling pad Wow! That is a nice suggestion which saved my thighs from laptop heat as well my wallet from spending $25. Even if I’ve to buy a new pillow I would be able to pickup cheap one from Wal-Mart store for as low as $2.  Also I find it is very comfortable to use a pillow as a Laptop Cooling Pad as they are flexible and automatically adjust to the shape of my body.

    Read the article

  • Program error trying to generate Outlook 2013 email from Visual Basic 2010 [on hold]

    - by Dewayne Pinion
    I am using vb to send emails through outlook. Currently we have a mix of outlook versions at our office: 2010 and 2013 with a mix of 32 bit and 64 bit (a mess, I know). The code I have works well for Outlook 2010: Private Sub btnEmail_Click(sender As System.Object, e As System.EventArgs) Handles btnEmail.Click CreateMailItem() End Sub Private Sub CreateMailItem() Dim application As New Application Dim mailItem As Microsoft.Office.Interop.Outlook.MailItem = CType(application.CreateItem( _ Microsoft.Office.Interop.Outlook.OlItemType.olMailItem), Microsoft.Office.Interop.Outlook.MailItem) 'Me.a(Microsoft.Office.Interop.Outlook.OlItemType.olMailItem) mailItem.Subject = "This is the subject" mailItem.To = "[email protected]" mailItem.Body = "This is the message." mailItem.Importance = Microsoft.Office.Interop.Outlook.OlImportance.olImportanceLow mailItem.Display(True) End Sub However, I cannot get this to work for 2013. I have referenced the version 15 dll for 2013 and it seems to be backward compatible, but when I try to use the above code for 2013 (it is 64 bit) it says it cannot start Microsoft Outlook. A program error has occured. This is happening on the application Dim statement line. I have tried googling around but there doesn't seem to be much out there referencing 2013 but I feel that the problem here probably has more to do with 64 bit than the software version. Thank you for any suggestions!

    Read the article

  • Should these concerns be separated into separate objects?

    - by Lewis Bassett
    I have objects which implement the interface BroadcastInterface, which represents a message that is to be broadcast to all users of a particular group. It has a setter and getter method for the Subject and Body properties, and an addRecipientRole() method, which takes a given role and finds the contact token (e.g., an email address) for each user in the role and stores it. It then has a getContactTokens() method. BroadcastInterface objects are passed to an object that implements BroadcasterInterface. These objects are responsible for broadcasting a passed BroadcastInterface object. For example, an EmailBroadcaster implementation of the BroadcasterInterface will take EmailBroadcast objects and use the mailer services to email them out. Now, depending on what BroadcasterInterface implementation is used to broadcast, a different implementation of BroadcastInterface is used by client code. The Single Responsibility Principle seems to suggest that I should have a separate BroadcastFactory object, for creating BroadcastInterface objects, depending on what BroadcasterInterface implementation is used, as creating the BroadcastInterface object is a different responsibility to broadcasting them. But the class used for creating BroadcastInterface objects depends on what implementation of BroadcasterInterface is used to broadcast them. I think, because the knowledge of what method is used to send the broadcasts should only be configured once, the BroadcasterInterface object should be responsible for providing new BroadcastInterface objects. Does the responsibility of “creating and broadcasting objects that implement the BroadcastInterface interface” violate the Single Responsibility Principle? (Because the contact token for sending the broadcast out to the users will differ depending on the way it is broadcasted, I need different broadcast classes—though client code will not be able to tell the difference.)

    Read the article

  • XNA C# Platformer - physics engine or tile based?

    - by Hugh
    I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method. Quick background: - its a college project, my first game, but have 4 years academic programming experience - Just want a basic platformer with a few levels, nothing fancy - want a shooting mechanic, run and gun, just like contra or metal slug for example - possibly some simple puzzles I have made a basic prototype with farseer, the level is hardcoded with collisions and not really tiled, more like big full-screen sized tiles, with collision bodies drawn manually along the ground and walls etc. My main problem is i want a simple retro feel to the jumping and physics but because its a physics simulation engine its going to be realistic, whereas typical in air controllable physics for platformers arent realistic. I have to make a box with wheel body fixture under it to have this effect and its glitchy and doesnt feel right. I chose to use a physics engine because i tried the tile method initially and found it very hard to understand, the engine took care of alot things to save me time, mainly being able to do slopes easily was nice and the freedom to draw collision bounds wherever i liked, rather then restricted to a grid, which gave me more freedom for art design also. In conclusion i don't know which method to pick, i want to use a method which will be the most straight forward way to implement and wont give me a headache later on, preferably a method which has an abundance of tutorials and resources so i dont get "stuck" doing something which has been done a million times before! Let me know i haven't provided enough information for you to help me! Thanks in advance, Hugh.

    Read the article

  • Empirical evidence for choice of programming paradigm to address a problem

    - by Graham Lee
    The C2 wiki has a discussion of Empirical Evidence for Object-Oriented Programming that basically concludes there is none beyond appeal to authority. This was last edited in 2008. Discussion here seems to bear this out: questions on whether OO is outdated, when functional programming is a bad choice and the advantages and disadvantages of AOP are all answered with contributors' opinions without reliance on evidence. Of course, opinions of established and reputed practitioners are welcome and valuable things to have, but they're more plausible when they're consistent with experimental data. Does this evidence exist? Is evidence-based software engineering a thing? Specifically, if I have a particular problem P that I want to solve by writing software, does there exist a body of knowledge, studies and research that would let me see how the outcome of solving problems like P has depended on the choice of programming paradigm? I know that which paradigm comes out as "the right answer" can depend on what metrics a particular study pays attention to, on what conditions the study holds constant or varies, and doubtless on other factors too. That doesn't affect my desire to find this information and critically appraise it. It becomes clear that some people think I'm looking for a "turn the crank" solution - some sausage machine into which I put information about my problem and out of which comes a word like "functional" or "structured". This is not my intention. What I'm looking for is research into how - with a lot of caveats and assumptions that I'm not going into here but good literature on the matter would - certain properties of software vary depending on the problem and the choice of paradigm. In other words: some people say "OO gives better flexibility" or "functional programs have fewer bugs" - (part of) what I'm asking for is the evidence of this. The rest is asking for evidence against this, or the assumptions under which these statements are true, or evidence showing that these considerations aren't important. There are plenty of opinions on why one paradigm is better than another; is there anything objective behind any of these?

    Read the article

  • CodePlex Daily Summary for Thursday, August 21, 2014

    CodePlex Daily Summary for Thursday, August 21, 2014Popular ReleasesOutlook 2013 Backup Add-In: Outlook Backup Add-In 1.3: Changelog for new version: Added button in config-window to reset the last backup-time (this will trigger the backup after closing outlook) Minimum interval set to 0 (backup at each closing of outlook) Catch exception when data store entry is corrupt Added two parameters (prefix and suffix) to automatically rename the backup file Updated VSTO-Runtime to 10.0.50325 Upgraded project to Visual Studio 2013 Added optional command to run after backup (e.g. pack backup files, ...) Add...File Explorer for WPF: FileExplorer3_20August2014: Please see Aug14 Update.ODBC Connect: v1.0: ODBC Connect executables for both 32bit and 64bit ODBC data sourcesMSSQL Deployment Tool: Microsoft SQL Deploy Tool v1.3.1: MicrosoftSqlDeployTool: v1.3.1.38348 What's changed? Update namespace and assembly name. Bug fixing.SharePoint 2013 Search Query Tool: SharePoint 2013 Search Query Tool v2.1: Layout improvements Bug fixes Stores auth method and user name Moved experimental settings to Advanced boxCtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.2.41183 Alpha: This alpha of the CtrlAltStudio Viewer provides some preliminary Oculus Rift DK2 support. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-2-41183-alpha Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or supported by Linden Lab, the makers of Second Life.HDD Guardian: HDD Guardian 0.6.1: New: package now include smartctl 6.3; Removed: standard notification e-mail. Now you have to set your mail server to send e-mail alerts; Bugfix: USB detection error; custom e-mail server settings issue; bottom panel displays a wrong ATA error count.VG-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' linksExchange Database Recovery With and Without Log Files is Possible: Exchange Recovery Application: This Exchange Recovery Software comes with free trial edition which helps users to inspect the working capability of the recovery process. Download free demo version and repair inaccessible mailboxes from EDB file without any obstructions.MongoRepository: MongoRepository 1.6.6: Installing using NuGet (recommended)MongoRepository is now a NuGet package for your convenience. Step-by-step instructions can be found in Installing MongoRepository using NuGet Installing using BinariesYou can also choose to download the binaries instead of using NuGet. There are 2 downloads: mongorepository_full.x.x.x contains all binaries required (MongoRepository and the 10gen C# driver) mongorepository.x.x.x contains only the MongoRepository binary Make sure you reference MongoReposit...Cryptography Enumerations JavaScript Shell: Cryptography Enumerations JavaScript Shell 1.0.0: First ReleaseMagick.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...Fluentx: 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...New ProjectsAesonFramework: Aeson FrameworkBullet for Windows: Bullet is used to simulate collision detection, soft and rigid body dynamics. This is an early version of Bullet with support for Windows and Windows Phone.CC-Homework: This is a collection of homework projects completed during coder camps.Integrating Exchange Server 2010 Mail Attachments with SharePoint 2013 via C#.: Integrating Exchange Server 2010 Mail Attachments with SharePoint 2013 via C#.Mosquito.ViewModel: A minimal MVVM library aimed at removing the pain of implementing ViewModels.OWL API for .NET: An open source project that port the java OWLAPI to .Net. It uses IKVM and contains scripts to compile the OWLAPI libraries and Java reasoners with Samples.PCStoreManager: Progetto integrativo corso programmazione ad oggettiStockEr: Spa application for stocks analysis.SysLog Server: This is a free Syslog server for windows.UnixtimeHelpers: This project minimalistic assembly contains unixtime converters. Converting DateTime to unixtime (double type respresent) and vice versa.Winner - Scommessa vincente: Winner permette di visualizzare le quote dei prossimi maggiori incontri sportivi e di compilare una schedina con una o più scommesse.

    Read the article

  • Is aspect oriented programming a misnomer?

    - by glenviewjeff
    From everything I have learned about "Aspect Oriented Programming" or "Aspect Oriented Software Development," labeling it as a programming paradigm or methodology appears to be inaccurate. From what I can tell it is not a fundamental technique for programming. To nail down what is meant by "paradigm" and "methodology," please refer to the following definitions from the American Heritage Dictionary. Compare how well or poorly "Object-Oriented Programming" applies to each vs. how well AOP fits. Paradigm: A set of assumptions, concepts, values, and practices that constitutes a way of viewing reality for the community that shares them, especially in an intellectual discipline. Methodology: A body of practices, procedures, and rules used by those who work in a discipline or engage in an inquiry; a set of working methods. "Evidence-based medicine" satisfies the definition of paradigm, but "hysterectomy-based medicine" would be a misnomer because the problem space is too narrow. I am getting the impression that AOP may be misnamed because based on the "oriented-programming" suffix, AOP is alleging to be both a paradigm and a methodology in the same way "Object-Oriented Programming" is. Both of these terms (paradigm and methodology) indicate a fundamental technique, where what I understand about aspects is a technology for solving a narrow problem scope, maybe comparable in magnitude to the static variable feature of Java. If it's true that aspects solve a narrow set of problems, and AOP isn't a misnomer, then why shouldn't all programming techniques be given the "oriented-programming" suffix, such as "inheritance-oriented programming," "dependency-oriented programming," or "scope-oriented programming?"

    Read the article

  • program logic of printing the prime numbers

    - by Vignesh Vicky
    can any body help to understand this java program it just print prime n.o ,as you enter how many you want and it works good class PrimeNumbers { public static void main(String args[]) { int n, status = 1, num = 3; Scanner in = new Scanner(System.in); System.out.println("Enter the number of prime numbers you want"); n = in.nextInt(); if (n >= 1) { System.out.println("First "+n+" prime numbers are :-"); System.out.println(2); } for ( int count = 2 ; count <=n ; ) { for ( int j = 2 ; j <= Math.sqrt(num) ; j++ ) { if ( num%j == 0 ) { status = 0; break; } } if ( status != 0 ) { System.out.println(num); count++; } status = 1; num++; } } } i dont understand this for loop condition for ( int j = 2 ; j <= Math.sqrt(num) ; j++ ) why we are taking sqrt of num...which is 3....why we assumed it as 3?

    Read the article

  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

    Read the article

  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

    Read the article

  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

    Read the article

  • Character creation using spritesheets

    - by Patrick Developer
    I am currently creating a 2D fighting game and have implemented a system where upon starting a new game, the player is presented with the option to create a custom character. I have a set of string arrays set with values that correspond to hair, headgear, chest, lower body and shoes. When done selecting a variety of items from the lists, a code is generated based off the index of each item (i.e 01123), which is then used to assign the correct Spritesheet to the player character. This has already presented a lot of work as I have had to create quite a few spreadsheets based of possible combinations, but I am now looking at a massive amount of work to implement each variation. I have started to look into setting layers for each item to reduce workload, but I am also looking at having different stances for the character - Depending on the currently equipped weapon - so this may present a lot of work either way. My question is, do I have any alternatives or am I stuck creating masses of Spritesheets to cover all combinations? As a side note, how much impact will assigning layered items have on overall performance?

    Read the article

  • Does the HTMLEditor control raise any client-side events?

    - by SAMIR BHOGAYTA
    The HTML Editor has three modes: Design, HTML Text and preview mode. Design mode is in an IFrame. HTML Text is prensented in a TextArea and preview mode is in another Iframe. The code rendered about these three modes is as below. iframe id="editor1_ctl02_ctl00" name="editor1_ctl02_ctl00" marginheight="0" marginwidth="0" frameborder="0" src="javascript:false;" style="height:100%;width:100%;display:none;border-width:0px;" /iframe textarea id="editor1_ctl02_ctl01" class="ajax__htmleditor_htmlpanel_default" style="height:100%;width:100%;display:none;" /textarea iframe id="editor1_ctl02_ctl02" name="editor1_ctl02_ctl02" marginheight="0" marginwidth="0" frameborder="0" src="javascript:false;" style="height:100%;width:100%;display:none;border-width:0px;" /iframe In design mode, we can use the following JavaScript to append a callback function in onKeypress event. script type="text/javascript" var count = 0; function pageLoad() { $get('editor1_ctl02_ctl00').contentWindow.document.body.onkeypress = function() { count++; $get('cc').innerHTML = "you input " + count + "charactors"; }; } /script As a same way, you can append another keypress event on TextArea and preview IFrame.

    Read the article

  • BizTalk and SQL: Alternatives to the SQL receive adapter. Using Msmq to receive SQL data

    - by Leonid Ganeline
    If we have to get data from the SQL database, the standard way is to use a receive port with SQL adapter. SQL receive adapter is a solicit-response adapter. It periodically polls the SQL database with queries. That’s only way it can work. Sometimes it is undesirable. With new WCF-SQL adapter we can use the lightweight approach but still with the same principle, the WCF-SQL adapter periodically solicits the database with queries to check for the new records. Imagine the situation when the new records can appear in very broad time limits, some - in a second interval, others - in the several minutes interval. Our requirement is to process the new records ASAP. That means the polling interval should be near the shortest interval between the new records, a second interval. As a result the most of the poll queries would return nothing and would load the database without good reason. If the database is working under heavy payload, it is very undesirable. Do we have other choices? Sure. We can change the polling to the “eventing”. The good news is the SQL server could issue the event in case of new records with triggers. Got a new record –the trigger event is fired. No new records – no the trigger events – no excessive load to the database. The bad news is the SQL Server doesn’t have intrinsic methods to send the event data outside. For example, we would rather use the adapters that do listen for the data and do not solicit. There are several such adapters-listeners as File, Ftp, SOAP, WCF, and Msmq. But the SQL Server doesn’t have methods to create and save files, to consume the Web-services, to create and send messages in the queue, does it? Can we use the File, FTP, Msmq, WCF adapters to get data from SQL code? Yes, we can. The SQL Server 2005 and 2008 have the possibility to use .NET code inside SQL code. See the SQL Integration. How it works for the Msmq, for example: ·         New record is created, trigger is fired ·         Trigger calls the CLR stored procedure and passes the message parameters to it ·         The CLR stored procedure creates message and sends it to the outgoing queue in the SQL Server computer. ·         Msmq service transfers message to the queue in the BizTalk Server computer. ·         WCF-NetMsmq adapter receives the message from this queue. For the File adapter the idea is the same, the CLR stored procedure creates and stores the file with message, and then the File adapter picks up this file. Using WCF-NetMsmq adapter to get data from SQL I am describing the full set of the deployment and development steps for the case with the WCF-NetMsmq adapter. Development: 1.       Create the .NET code: project, class and method to create and send the message to the MSMQ queue. 2.       Create the SQL code in triggers to call the .NET code. Installation and Deployment: 1.       SQL Server: a.       Register the CLR assembly with .NET (CLR) code b.      Install the MSMQ Services 2.       BizTalk Server: a.       Install the MSMQ Services b.      Create the MSMQ queue c.       Create the WCF-NetMsmq receive port. The detailed description is below. Code .NET code … using System.Xml; using System.Xml.Linq; using System.Xml.Serialization;   //namespace MyCompany.MySolution.MyProject – doesn’t work. The assembly name is MyCompany.MySolution.MyProject // I gave up with the compound namespace. Seems the CLR Integration cannot work with it L. Maybe I’m wrong.     public class Event     {         static public XElement CreateMsg(int par1, int par2, int par3)         {             XNamespace ns = "http://schemas.microsoft.com/Sql/2008/05/TypedPolling/my_storedProc";             XElement xdoc =                 new XElement(ns + "TypedPolling",                     new XElement(ns + "TypedPollingResultSet0",                         new XElement(ns + "TypedPollingResultSet0",                             new XElement(ns + "par1", par1),                             new XElement(ns + "par2", par2),                             new XElement(ns + "par3", par3),                         )                     )                 );             return xdoc;         }     }   //////////////////////////////////////////////////////////////////////// … using System.ServiceModel; using System.ServiceModel.Channels; using System.Transactions; using System.Data; using System.Data.Sql; using System.Data.SqlTypes;   public class MsmqHelper {     [Microsoft.SqlServer.Server.SqlProcedure]     // msmqAddress as "net.msmq://localhost/private/myapp.myqueue";     public static void SendMsg(string msmqAddress, string action, int par1, int par2, int par3)     {         using (TransactionScope scope = new TransactionScope(TransactionScopeOption.Suppress))         {             NetMsmqBinding binding = new NetMsmqBinding(NetMsmqSecurityMode.None);             binding.ExactlyOnce = true;             EndpointAddress address = new EndpointAddress(msmqAddress);               using (ChannelFactory<IOutputChannel> factory = new ChannelFactory<IOutputChannel>(binding, address))             {                 IOutputChannel channel = factory.CreateChannel();                 try                 {                     XElement xe = Event.CreateMsg(par1, par2, par3);                     XmlReader xr = xe.CreateReader();                     Message msg = Message.CreateMessage(MessageVersion.Default, action, xr);                     channel.Send(msg);                     //SqlContext.Pipe.Send(…); // to test                 }                 catch (Exception ex)                 { …                 }             }             scope.Complete();         }     }   SQL code in triggers   -- sp_SendMsg was registered as a name of the MsmqHelper.SendMsg() EXEC sp_SendMsg'net.msmq://biztalk_server_name/private/myapp.myqueue', 'Create', @par1, @par2, @par3   Installation and Deployment On the SQL Server Registering the CLR assembly 1.       Prerequisites: .NET 3.5 SP1 Framework. It could be the issue for the production SQL Server! 2.       For more information, please, see the link http://nielsb.wordpress.com/sqlclrwcf/ 3.       Copy files: >copy “\Windows\Microsoft.net\Framework\v3.0\Windows Communication Foundation\Microsoft.Transactions.Bridge.dll” “\Program Files\Reference Assemblies\Microsoft\Framework\v3.0 \Microsoft.Transactions.Bridge.dll” If your machine is a 64-bit, run two commands: >copy “\Windows\Microsoft.net\Framework\v3.0\Windows Communication Foundation\Microsoft.Transactions.Bridge.dll” “\Program Files (x86)\Reference Assemblies\Microsoft\Framework\v3.0 \Microsoft.Transactions.Bridge.dll” >copy “\Windows\Microsoft.net\Framework64\v3.0\Windows Communication Foundation\Microsoft.Transactions.Bridge.dll” “\Program Files\Reference Assemblies\Microsoft\Framework\v3.0 \Microsoft.Transactions.Bridge.dll” 4.       Execute the SQL code to register the .NET assemblies: -- For x64 OS: CREATE ASSEMBLY SMdiagnostics AUTHORIZATION dbo FROM 'C:\Windows\Microsoft.NET\Framework\v3.0\Windows Communication Foundation\SMdiagnostics.dll' WITH permission_set = unsafe CREATE ASSEMBLY [System.Web] AUTHORIZATION dbo FROM 'C:\Windows\Microsoft.NET\Framework64\v2.0.50727\System.Web.dll' WITH permission_set = unsafe CREATE ASSEMBLY [System.Messaging] AUTHORIZATION dbo FROM 'C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Messaging.dll' WITH permission_set = unsafe CREATE ASSEMBLY [System.ServiceModel] AUTHORIZATION dbo FROM 'C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\v3.0\System.ServiceModel.dll' WITH permission_set = unsafe CREATE ASSEMBLY [System.Xml.Linq] AUTHORIZATION dbo FROM 'C:\Program Files\Reference Assemblies\Microsoft\Framework\v3.5\System.Xml.Linq.dll' WITH permission_set = unsafe   -- For x32 OS: --CREATE ASSEMBLY SMdiagnostics AUTHORIZATION dbo FROM 'C:\Windows\Microsoft.NET\Framework\v3.0\Windows Communication Foundation\SMdiagnostics.dll' WITH permission_set = unsafe --CREATE ASSEMBLY [System.Web] AUTHORIZATION dbo FROM 'C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Web.dll' WITH permission_set = unsafe --CREATE ASSEMBLY [System.Messaging] AUTHORIZATION dbo FROM 'C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Messaging.dll' WITH permission_set = unsafe --CREATE ASSEMBLY [System.ServiceModel] AUTHORIZATION dbo FROM 'C:\Program Files\Reference Assemblies\Microsoft\Framework\v3.0\System.ServiceModel.dll' WITH permission_set = unsafe 5.       Register the assembly with the external stored procedure: CREATE ASSEMBLY [HelperClass] AUTHORIZATION dbo FROM ’<FilePath>MyCompany.MySolution.MyProject.dll' WITH permission_set = unsafe where the <FilePath> - the path of the file on this machine! 6. Create the external stored procedure CREATE PROCEDURE sp_SendMsg (        @msmqAddress nvarchar(100),        @Action NVARCHAR(50),        @par1 int,        @par2 int,        @par3 int ) AS EXTERNAL NAME HelperClear.MsmqHelper.SendMsg   Installing the MSMQ Services 1.       Check if the MSMQ service is NOT installed. To check:  Start / Administrative Tools / Computer Management, on the left pane open the “Services and Applications”, search to the “Message Queuing”. If you cannot see it, follow next steps. 2.       Start / Control Panel / Programs and Features 3.       Click “Turn Windows Features on or off” 4.       Click Features, click “Add Features” 5.       Scroll down the feature list; open the “Message Queuing” / “Message Queuing Services”; and check the “Message Queuing Server” option  6.       Click Next; Click Install; wait to the successful finish of the installation Creating the MSMQ queue We don’t need to create the queue on the “sender” side. On the BizTalk Server Installing the MSMQ Services The same is as for the SQL Server. Creating the MSMQ queue 1.       Start / Administrative Tools / Computer Management, on the left pane open the “Services and Applications”, open the “Message Queuing”, and open the “Private Queues”. 2.       Right-click the “Private Queues”; choose New; choose “Private Queue”. 3.       Type the Queue name as ’myapp.myqueue'; check the “Transactional” option. Creating the WCF-NetMsmq receive port I will not go through this step in all details. It is straightforward. URI for this receive location should be 'net.msmq://localhost/private/myapp.myqueue'. Notes ·         The biggest problem is usually on the step the “Registering the CLR assembly”. It is hard to predict where are the assemblies from the assembly list, what version should be used, x86 or x64. It is pity of such “rude” integration of the SQL with .NET. ·         In couple cases the new WCF-NetMsmq port was not able to work with the queue. Try to replace the WCF- NetMsmq port with the WCF-Custom port with netMsmqBinding. It was working fine for me. ·         To test how messages go through the queue you can turn on the Journal /Enabled option for the queue. I used the QueueExplorer utility to look to the messages in Journal. The Computer Management can also show the messages but it shows only small part of the message body and in the weird format. The QueueExplorer can do the better job; it shows the whole body and Xml messages are in good color format.

    Read the article

  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

    Read the article

  • How to create an extensible rope in Box2D?

    - by Thomas
    Let's say I'm trying to create a ninja lowering himself down a rope, or pulling himself back up, all whilst he might be swinging from side to side or hit by objects. Basically like http://ninja.frozenfractal.com/ but with Box2D instead of hacky JavaScript. Ideally I would like to use a rope joint in Box2D that allows me to change the length after construction. The standard Box2D RopeJoint doesn't offer that functionality. I've considered a PulleyJoint, connecting the other end of the "pulley" to an invisible kinematic body that I can control to change the length, but PulleyJoint is more like a rod than a rope: it constrains maximum length, but unlike RopeJoint it constrains the minimum as well. Re-creating a RopeJoint every frame using a new length is rather inefficient, and I'm not even sure it would work properly in the simulation. I could create a "chain" of bodies connected by RotationJoints but that is also less efficient, and less robust. I also wouldn't be able to change the length arbitrarily, but only by adding and removing a whole number of links, and it's not obvious how I would connect the remainder without violating existing joints. This sounds like something that should be straightforward to do. Am I overlooking something?

    Read the article

  • IOUG SIG Webcast on October 30th : Performance Tuning your DB Cloud

    - by Anand Akela
    The Oracle Enterprise Manager Special Interest Group (SIG) is a growing body of IOUG members who manage or are interested in all aspects of Oracle Enterprise Manager. This IOUG SIG is managed by volunteers and supported by Oracle Enterprise Manager product managers and developers. The purpose of the SIG is to bring relevant information and education through webcasts, discussions and networking to users interested in learning more about the product, and to share user experiences. On October 30th at 10 AM pacific time, Oracle Enterprise Manager SIG is hosting a webcast on "Performance Tuning your DB Cloud in OEM 12c Cloud Control - 360 Degrees". In this webcast, Tariq Farooq , CEO, BrainSurface and Mike Ault, Oracle  will provide a tutorial on how to monitor and perform performance tuning of the Oracle database cloud environment. You will learn how to leverage Oracle Enterprise Manager for tuning, trouble-shooting & monitoring your Oracle Database Cloud Ecosystem. The session covers lessons learned, tips/tricks, recommendations, best practices, gotchas and a whole lot more on how to effectively use Oracle Enterprise Manager Cloud Control 12c for quick, easy & intuitive performance tuning of your Oracle Database Cloud. Session Objectives:• Leveraging OEM12c Cloud Control for Oracle DB Tuning/Monitoring • Limited Deep-Dive on AWR • Oracle DB Cloud Performance Tuning • Best Practices for DB Cloud Maintenance/Monitoring Register Now ! Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Google+ |  Newsletter

    Read the article

  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

    Read the article

  • Tracking Outgoing Links With Google Analytics Events

    - by the_archer
    I've been trying to track clicks on external links on my website using the events tracking method. So I've got my Google Analytics code setup before body ends as shown below (note: quotes have been entitied by blogger, but it works fine): <script type='text/javascript'> var _gaq = _gaq || []; _gaq.push([&#39;_setAccount&#39;, &#39;UA-XXXXXXX-X#39;]); _gaq.push([&#39;_trackPageview&#39;]); (function() { var ga = document.createElement(&#39;script&#39;); ga.type = &#39;text/javascript&#39;; ga.async = true; ga.src = (&#39;https:&#39; == document.location.protocol ? &#39;https://ssl&#39; : &#39;http://www&#39;) + &#39;.google-analytics.com/ga.js&#39;; var s = document.getElementsByTagName(&#39;script&#39;)[0]; s.parentNode.insertBefore(ga, s); })(); </script> Now I wanted to track a link on the addthis.com follow widget. So there is a link of the type below to which following instructions from here I added the onclick event. <a addthis:url='http://feeds.feedburner.com/myfeedburnerlurl' onClick="_gaq.push(['_trackEvent', 'Subscription Clicks', 'RSS']);" class='addthis_button_rss_follow'/> I clicked on it a couple of times, left it for over a day now, but nothing shows up in google analytics events. It just says zero events. Here's a screenshot of the events page on GA: Could anybody help me? Am I doing anything wrong?

    Read the article

  • What follows after lexical analysis?

    - by madflame991
    I'm working on a toy compiler (for some simple language like PL/0) and I have my lexer up and running. At this point I should start working on building the parse tree, but before I start I was wondering: How much information can one gather from just the string of tokens? Here's what I gathered so far: One can already do syntax highlighting having only the list of tokens. Numbers and operators get coloured accordingly and keywords also. Autoformatting (indenting) should also be possible. How? Specify for each token type how many white spaces or new line characters should follow it. Also when you print tokens modify an alignment variable (when the code printer reads "{" increment the alignment variable by 1, and decrement by 1 for "}". Whenever it starts printing on a new line the code printer will align according to this alignment variable) In languages without nested subroutines one can get a complete list of subroutines and their signature. How? Just read what follows after the "procedure" or "function" keyword until you hit the first ")" (this should work fine in a Pascal language with no nested subroutines) In languages like Pascal you can even determine local variables and their types, as they are declared in a special place (ok, you can't handle initialization as well, but you can parse sequences like: "var a, b, c: integer") Detection of recursive functions may also be possible, or even a graph representation of which subroutine calls who. If one can identify the body of a function then one can also search if there are any mentions of other function's names. Gathering statistics about the code, like number of lines, instructions, subroutines EDIT: I clarified why I think some processes are possible. As I read comments and responses I realise that the answer depends very much on the language that I'm parsing.

    Read the article

< Previous Page | 195 196 197 198 199 200 201 202 203 204 205 206  | Next Page >