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  • European Interoperability Framework - a new beginning?

    - by trond-arne.undheim
    The most controversial document in the history of the European Commission's IT policy is out. EIF is here, wrapped in the Communication "Towards interoperability for European public services", and including the new feature European Interoperability Strategy (EIS), arguably a higher strategic take on the same topic. Leaving EIS aside for a moment, the EIF controversy has been around IPR, defining open standards and about the proper terminology around standardization deliverables. Today, as the document finally emerges, what is the verdict? First of all, to be fair to those among you who do not spend your lives in the intricate labyrinths of Commission IT policy documents on interoperability, let's define what we are talking about. According to the Communication: "An interoperability framework is an agreed approach to interoperability for organisations that want to collaborate to provide joint delivery of public services. Within its scope of applicability, it specifies common elements such as vocabulary, concepts, principles, policies, guidelines, recommendations, standards, specifications and practices." The Good - EIF reconfirms that "The Digital Agenda can only take off if interoperability based on standards and open platforms is ensured" and also confirms that "The positive effect of open specifications is also demonstrated by the Internet ecosystem." - EIF takes a productive and pragmatic stance on openness: "In the context of the EIF, openness is the willingness of persons, organisations or other members of a community of interest to share knowledge and stimulate debate within that community, the ultimate goal being to advance knowledge and the use of this knowledge to solve problems" (p.11). "If the openness principle is applied in full: - All stakeholders have the same possibility of contributing to the development of the specification and public review is part of the decision-making process; - The specification is available for everybody to study; - Intellectual property rights related to the specification are licensed on FRAND terms or on a royalty-free basis in a way that allows implementation in both proprietary and open source software" (p. 26). - EIF is a formal Commission document. The former EIF 1.0 was a semi-formal deliverable from the PEGSCO, a working group of Member State representatives. - EIF tackles interoperability head-on and takes a clear stance: "Recommendation 22. When establishing European public services, public administrations should prefer open specifications, taking due account of the coverage of functional needs, maturity and market support." - The Commission will continue to support the National Interoperability Framework Observatory (NIFO), reconfirming the importance of coordinating such approaches across borders. - The Commission will align its internal interoperability strategy with the EIS through the eCommission initiative. - One cannot stress the importance of using open standards enough, whether in the context of open source or non-open source software. The EIF seems to have picked up on this fact: What does the EIF says about the relation between open specifications and open source software? The EIF introduces, as one of the characteristics of an open specification, the requirement that IPRs related to the specification have to be licensed on FRAND terms or on a royalty-free basis in a way that allows implementation in both proprietary and open source software. In this way, companies working under various business models can compete on an equal footing when providing solutions to public administrations while administrations that implement the standard in their own software (software that they own) can share such software with others under an open source licence if they so decide. - EIF is now among the center pieces of the Digital Agenda (even though this demands extensive inter-agency coordination in the Commission): "The EIS and the EIF will be maintained under the ISA Programme and kept in line with the results of other relevant Digital Agenda actions on interoperability and standards such as the ones on the reform of rules on implementation of ICT standards in Europe to allow use of certain ICT fora and consortia standards, on issuing guidelines on essential intellectual property rights and licensing conditions in standard-setting, including for ex-ante disclosure, and on providing guidance on the link between ICT standardisation and public procurement to help public authorities to use standards to promote efficiency and reduce lock-in.(Communication, p.7)" All in all, quite a few good things have happened to the document in the two years it has been on the shelf or was being re-written, depending on your perspective, in any case, awaiting the storms to calm. The Bad - While a certain pragmatism is required, and governments cannot migrate to full openness overnight, EIF gives a bit too much room for governments not to apply the openness principle in full. Plenty of reasons are given, which should maybe have been put as challenges to be overcome: "However, public administrations may decide to use less open specifications, if open specifications do not exist or do not meet functional interoperability needs. In all cases, specifications should be mature and sufficiently supported by the market, except if used in the context of creating innovative solutions". - EIF does not use the internationally established terminology: open standards. Rather, the EIF introduces the notion of "formalised specification". How do "formalised specifications" relate to "standards"? According to the FAQ provided: The word "standard" has a specific meaning in Europe as defined by Directive 98/34/EC. Only technical specifications approved by a recognised standardisation body can be called a standard. Many ICT systems rely on the use of specifications developed by other organisations such as a forum or consortium. The EIF introduces the notion of "formalised specification", which is either a standard pursuant to Directive 98/34/EC or a specification established by ICT fora and consortia. The term "open specification" used in the EIF, on the one hand, avoids terminological confusion with the Directive and, on the other, states the main features that comply with the basic principle of openness laid down in the EIF for European Public Services. Well, this may be somewhat true, but in reality, Europe is 30 year behind in terminology. Unless the European Standardization Reform gets completed in the next few months, most Member States will likely conclude that they will go on referencing and using standards beyond those created by the three European endorsed monopolists of standardization, CEN, CENELEC and ETSI. Who can afford to begin following the strict Brussels rules for what they can call open standards when, in reality, standards stemming from global standardization organizations, so-called fora/consortia, dominate in the IT industry. What exactly is EIF saying? Does it encourage Member States to go on using non-ESO standards as long as they call it something else? I guess I am all for it, although it is a bit cumbersome, no? Why was there so much interest around the EIF? The FAQ attempts to explain: Some Member States have begun to adopt policies to achieve interoperability for their public services. These actions have had a significant impact on the ecosystem built around the provision of such services, e.g. providers of ICT goods and services, standardisation bodies, industry fora and consortia, etc... The Commission identified a clear need for action at European level to ensure that actions by individual Member States would not create new electronic barriers that would hinder the development of interoperable European public services. As a result, all stakeholders involved in the delivery of electronic public services in Europe have expressed their opinions on how to increase interoperability for public services provided by the different public administrations in Europe. Well, it does not take two years to read 50 consultation documents, and the EU Standardization Reform is not yet completed, so, more pragmatically, you finally had to release the document. Ok, let's leave some of that aside because the document is out and some people are happy (and others definitely not). The Verdict Considering the controversy, the delays, the lobbying, and the interests at stake both in the EU, in Member States and among vendors large and small, this document is pretty impressive. As with a good wine that has not yet come to full maturity, let's say that it seems to be coming in in the 85-88/100 range, but only a more fine-grained analysis, enjoyment in good company, and ultimately, implementation, will tell. The European Commission has today adopted a significant interoperability initiative to encourage public administrations across the EU to maximise the social and economic potential of information and communication technologies. Today, we should rally around this achievement. Tomorrow, let's sit down and figure out what it means for the future.

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  • And What's Your Brand Worth? ...anything?

    - by [email protected]
    100 Best Global Brands from Business Week Story: The Great Trust Offensive Slide Show: Top Brands 2009 Methodology: Picking the Winners The recession has presented marketing executives around the world with the toughest test of their careers. Some brands have prospered amid the hard times--or at least held their own. Others have slipped a surprising number of places on our ninth annual ranking, compiled by consultancy Interbrand. But for seven brands, impressive performances saw them race up the charts to take their place on this year's list. Here are the numbers behind the rankings Rank 2009 Rank 2008 Employer 2009 Brand value($millions) 2008 Brand value($millions) Percent change(%) Country of Ownership 1 1 Coca-Cola  68,734  66,667  3 U.S. 2 2 IBM  60,211  59,031  2 U.S. 3 3 Microsoft  56,647  59,007  -4 U.S. 4 4 GE  47,777  53,086  -10 U.S. 5 5 Nokia  34,864  35,942  -3 Finland 6 8 McDonald's  32,275  31,049  4 U.S. 7 10 Google  31,980  25,590  25 U.S. 8 6 Toyota  31,330  34,050  -8 Japan 9 7 Intel  30,636  31,261  -2 U.S. 10 9 Disney  28,447  29,251  -3 U.S. 11 12 Hewlett-Packard  24,096  23,509  2 U.S. 12 11 Mercedes-Benz  23,867  25,577  -7 Germany 13 14 Gillette  22,841  22,069  4 U.S. 14 17 Cisco  22,030  21,306  3 U.S. 15 13 BMW  21,671  23,298  -7 Germany 16 16 Louis Vuitton  21,120  21,602  -2 France 17 18 Marlboro  19,010  21,300  -11 U.S. 18 20 Honda  17,803  19,079  -7 Japan 19 21 Samsung  17,518  17,689  -1 S. Korea 20 24 Apple  15,443  13,724  12 U.S. 21 22 H&M  15,375  13,840  11 Sweden 22 15 American Express  14,971  21,940  -32 U.S. 23 26 Pepsi  13,706  13,249  3 U.S. 24 23 Oracle  13,699  13,831  -1 U.S. 25 28 Nescafe  13,317  13,055  2 Switzerland 26 29 Nike  13,179  12,672  4 U.S. 27 31 SAP  12,106  12,228  -1 Germany 28 35 Ikea  12,004  10,913  10 Sweden 29 25 Sony  11,953  13,583  -12 Japan 30 33 Budweiser  11,833  11,438  3 Belgium 31 30 UPS  11,594  12,621  -8 U.S. 32 27 HSBC  10,510  13,143  -20 Britain 33 36 Canon  10,441  10,876  -4 Japan 34 39 Kellogg's  10,428  9,710  7 U.S. 35 32 Dell  10,291  11,695  -12 U.S. 36 19 Citi  10,254  20,174  -49 U.S. 37 37 JPMorgan  9,550  10,773  -11 U.S. 38 38 Goldman Sachs  9,248  10,331  -10 U.S. 39 40 Nintendo  9,210  8,772  5 Japan 40 44 Thomson Reuters  8,434  8,313  1 Canada 41 45 Gucci  8,182  8,254  -1 Italy 42 43 Philips  8,121  8,325  -2 Netherlands 43 58 Amazon  7,858  6,434  22 U.S. 44 51 L'Oreal  7,748  7,508  3 France 45 47 Accenture  7,710  7,948  -3 U.S. 46 46 eBay  7,350  7,991  -8 U.S. 47 48 Siemens  7,308  7,943  -8 Germany 48 56 Heinz  7,244  6,646  9 U.S. 49 49 Ford  7,005  7,896  -11 U.S. 50 62 Zara  6,789  5,955  14 Spain   Valuations do not represent a guarantee of future performance of the brands or companies. Data: Interbrand, BusinessWeek

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  • How to solve exception_priv _instruction exception while running destop project? [on hold]

    - by Haritha
    While running desktop project im getting exception_priv _instruction how to solve this??? while running this page is coming # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_PRIV_INSTRUCTION (0xc0000096) at pc=0x02f5a92b, pid=3012, tid=3104 # # JRE version: 7.0-b147 # Java VM: Java HotSpot(TM) Client VM (21.0-b17 mixed mode, sharing windows-x86 ) # Problematic frame: # C 0x02f5a92b # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.sun.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x02f5a800): JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] siginfo: ExceptionCode=0xc0000096 Registers: EAX=0x000df4f0, EBX=0x32afc180, ECX=0x000df4f0, EDX=0x00000020 ESP=0x0773f768, EBP=0x0773f790, ESI=0x32afc180, EDI=0x02f5a800 EIP=0x02f5a92b, EFLAGS=0x00010206 Top of Stack: (sp=0x0773f768) 0x0773f768: 02bd429c 02bd429c 0773f770 32afc180 0x0773f778: 0773f7b8 32b022c8 00000000 32afc180 0x0773f788: 00000000 0773f7a0 0773f7dc 00943187 0x0773f798: 229ec1c0 00948839 69081736 00000000 0x0773f7a8: 089b0048 00000000 00000014 00001406 0x0773f7b8: 00000002 0773f7bc 32afbeb0 0773f7f8 0x0773f7c8: 32b022c8 00000000 32afbf00 0773f7a0 0x0773f7d8: 0773f7f0 0773f81c 00943187 69081736 Instructions: (pc=0x02f5a92b) 0x02f5a90b: 00 43 00 00 00 00 f0 bc 02 e8 00 e9 22 40 f7 73 0x02f5a91b: 07 85 a5 94 00 90 f7 73 07 50 cc a0 6d d8 49 c0 0x02f5a92b: 6d 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x02f5a93b: 00 00 00 00 00 00 00 00 00 08 80 3d 37 00 00 00 Register to memory mapping: EAX=0x000df4f0 is an unknown value EBX=0x32afc180 is an oop {method} - klass: {other class} ECX=0x000df4f0 is an unknown value EDX=0x00000020 is an unknown value ESP=0x0773f768 is pointing into the stack for thread: 0x02f5a800 EBP=0x0773f790 is pointing into the stack for thread: 0x02f5a800 ESI=0x32afc180 is an oop {method} - klass: {other class} EDI=0x02f5a800 is a thread Stack: [0x076f0000,0x07740000], sp=0x0773f768, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C 0x02f5a92b j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub V [jvm.dll+0x122c7e] V [jvm.dll+0x1c9c0e] V [jvm.dll+0x122e73] V [jvm.dll+0x122ed7] V [jvm.dll+0xccd1f] V [jvm.dll+0x14433f] V [jvm.dll+0x171549] C [msvcr100.dll+0x5c6de] endthreadex+0x3a C [msvcr100.dll+0x5c788] endthreadex+0xe4 C [kernel32.dll+0xb713] GetModuleFileNameA+0x1b4 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglVertexPointer(IIIJJ)V+0 j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x003d6c00 JavaThread "DestroyJavaVM" [_thread_blocked, id=3240, stack(0x008c0000,0x00910000)] =>0x02f5a800 JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] 0x02bcf000 JavaThread "Service Thread" daemon [_thread_blocked, id=2612, stack(0x02e00000,0x02e50000)] 0x02bc1000 JavaThread "C1 CompilerThread0" daemon [_thread_blocked, id=2776, stack(0x02db0000,0x02e00000)] 0x02bbf400 JavaThread "Attach Listener" daemon [_thread_blocked, id=2448, stack(0x02d60000,0x02db0000)] 0x02bbe000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1764, stack(0x02d10000,0x02d60000)] 0x02bb8000 JavaThread "Finalizer" daemon [_thread_blocked, id=3864, stack(0x02cc0000,0x02d10000)] 0x02bb3400 JavaThread "Reference Handler" daemon [_thread_blocked, id=2424, stack(0x02c70000,0x02cc0000)] Other Threads: 0x02bb1800 VMThread [stack: 0x02c20000,0x02c70000] [id=3076] 0x02bd1000 WatcherThread [stack: 0x02e50000,0x02ea0000] [id=3276] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 4928K, used 2571K [0x229c0000, 0x22f10000, 0x27f10000) eden space 4416K, 46% used [0x229c0000, 0x22bc2e38, 0x22e10000) from space 512K, 100% used [0x22e90000, 0x22f10000, 0x22f10000) to space 512K, 0% used [0x22e10000, 0x22e10000, 0x22e90000) tenured generation total 10944K, used 634K [0x27f10000, 0x289c0000, 0x329c0000) the space 10944K, 5% used [0x27f10000, 0x27faea60, 0x27faec00, 0x289c0000) compacting perm gen total 12288K, used 1655K [0x329c0000, 0x335c0000, 0x369c0000) the space 12288K, 13% used [0x329c0000, 0x32b5dc58, 0x32b5de00, 0x335c0000) ro space 10240K, 42% used [0x369c0000, 0x36dfc660, 0x36dfc800, 0x373c0000) rw space 12288K, 53% used [0x373c0000, 0x37a38180, 0x37a38200, 0x37fc0000) Code Cache [0x00940000, 0x009d8000, 0x02940000) total_blobs=305 nmethods=80 adapters=158 free_code_cache=32183Kb largest_free_block=32955904 Dynamic libraries: 0x00400000 - 0x0042f000 C:\Program Files\Java\jre7\bin\javaw.exe 0x7c900000 - 0x7c9af000 C:\WINDOWS\system32\ntdll.dll 0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll 0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll 0x77e70000 - 0x77f02000 C:\WINDOWS\system32\RPCRT4.dll 0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll 0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll 0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll 0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\COMCTL32.dll 0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll 0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll 0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL 0x629c0000 - 0x629c9000 C:\WINDOWS\system32\LPK.DLL 0x74d90000 - 0x74dfb000 C:\WINDOWS\system32\USP10.dll 0x78aa0000 - 0x78b5e000 C:\Program Files\Java\jre7\bin\msvcr100.dll 0x6d940000 - 0x6dc61000 C:\Program Files\Java\jre7\bin\client\jvm.dll 0x71ad0000 - 0x71ad9000 C:\WINDOWS\system32\WSOCK32.dll 0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll 0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll 0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll 0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL 0x6d8d0000 - 0x6d8dc000 C:\Program Files\Java\jre7\bin\verify.dll 0x6d370000 - 0x6d390000 C:\Program Files\Java\jre7\bin\java.dll 0x6d920000 - 0x6d933000 C:\Program Files\Java\jre7\bin\zip.dll 0x6cec0000 - 0x6cf42000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\37fe1abc\gdx.dll 0x10000000 - 0x1004c000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\52d76f2b\lwjgl.dll 0x5ed00000 - 0x5edcc000 C:\WINDOWS\system32\OPENGL32.dll 0x68b20000 - 0x68b40000 C:\WINDOWS\system32\GLU32.dll 0x73760000 - 0x737ab000 C:\WINDOWS\system32\DDRAW.dll 0x73bc0000 - 0x73bc6000 C:\WINDOWS\system32\DCIMAN32.dll 0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll 0x070b0000 - 0x07115000 C:\DOCUME~1\7stl0225\LOCALS~1\Temp\libgdx7stl0225\52d76f2b\OpenAL32.dll 0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\SHELL32.dll 0x774e0000 - 0x7761d000 C:\WINDOWS\system32\ole32.dll 0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll 0x76fd0000 - 0x7704f000 C:\WINDOWS\system32\CLBCATQ.DLL 0x77050000 - 0x77115000 C:\WINDOWS\system32\COMRes.dll 0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.dll 0x73f10000 - 0x73f6c000 C:\WINDOWS\system32\dsound.dll 0x76c30000 - 0x76c5e000 C:\WINDOWS\system32\WINTRUST.dll 0x77a80000 - 0x77b15000 C:\WINDOWS\system32\CRYPT32.dll 0x77b20000 - 0x77b32000 C:\WINDOWS\system32\MSASN1.dll 0x76c90000 - 0x76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll 0x72d20000 - 0x72d29000 C:\WINDOWS\system32\wdmaud.drv 0x72d10000 - 0x72d18000 C:\WINDOWS\system32\msacm32.drv 0x77be0000 - 0x77bf5000 C:\WINDOWS\system32\MSACM32.dll 0x77bd0000 - 0x77bd7000 C:\WINDOWS\system32\midimap.dll 0x73ee0000 - 0x73ee4000 C:\WINDOWS\system32\KsUser.dll 0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime 0x69000000 - 0x691a9000 C:\WINDOWS\system32\sisgl.dll 0x73b30000 - 0x73b45000 C:\WINDOWS\system32\mscms.dll 0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV 0x66e90000 - 0x66ed1000 C:\WINDOWS\system32\icm32.dll 0x07760000 - 0x0778d000 C:\Program Files\WordWeb\WHook.dll 0x74c80000 - 0x74cac000 C:\WINDOWS\system32\OLEACC.dll 0x76080000 - 0x760e5000 C:\WINDOWS\system32\MSVCP60.dll VM Arguments: jvm_args: -Dfile.encoding=Cp1252 java_command: sevenseas.game.MainDesktop Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre7/bin/client;C:/Program Files/Java/jre7/bin;C:/Program Files/Java/jre7/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Java\jdk1.7.0\bin;C:\eclipse; USERNAME=7stl0225 OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 15 Model 4 Stepping 1, GenuineIntel --------------- S Y S T E M --------------- OS: Windows XP Build 2600 Service Pack 3 CPU:total 1 (1 cores per cpu, 1 threads per core) family 15 model 4 stepping 1, cmov, cx8, fxsr, mmx, sse, sse2, sse3 Memory: 4k page, physical 2031088k(939252k free), swap 3969920k(3011396k free) vm_info: Java HotSpot(TM) Client VM (21.0-b17) for windows-x86 JRE (1.7.0-b147), built on Jun 27 2011 02:25:52 by "java_re" with unknown MS VC++:1600 time: Sat Oct 26 12:35:14 2013 elapsed time: 0 seconds

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  • How to use Azure storage for uploading and displaying pictures.

    - by Magnus Karlsson
    Basic set up of Azure storage for local development and production. This is a somewhat completion of the following guide from http://www.windowsazure.com/en-us/develop/net/how-to-guides/blob-storage/ that also involves a practical example that I believe is commonly used, i.e. upload and present an image from a user.   First we set up for local storage and then we configure for them to work on a web role. Steps: 1. Configure connection string locally. 2. Configure model, controllers and razor views.   1. Setup connectionsstring 1.1 Right click your web role and choose “Properties”. 1.2 Click Settings. 1.3 Add setting. 1.4 Name your setting. This will be the name of the connectionstring. 1.5 Click the ellipsis to the right. (the ellipsis appear when you mark the area. 1.6 The following window appears- Select “Windows Azure storage emulator” and click ok.   Now we have a connection string to use. To be able to use it we need to make sure we have windows azure tools for storage. 2.1 Click Tools –> Library Package manager –> Manage Nuget packages for solution. 2.2 This is what it looks like after it has been added.   Now on to what the code should look like. 3.1 First we need a view which collects images to upload. Here Index.cshtml. 1: @model List<string> 2:  3: @{ 4: ViewBag.Title = "Index"; 5: } 6:  7: <h2>Index</h2> 8: <form action="@Url.Action("Upload")" method="post" enctype="multipart/form-data"> 9:  10: <label for="file">Filename:</label> 11: <input type="file" name="file" id="file1" /> 12: <br /> 13: <label for="file">Filename:</label> 14: <input type="file" name="file" id="file2" /> 15: <br /> 16: <label for="file">Filename:</label> 17: <input type="file" name="file" id="file3" /> 18: <br /> 19: <label for="file">Filename:</label> 20: <input type="file" name="file" id="file4" /> 21: <br /> 22: <input type="submit" value="Submit" /> 23: 24: </form> 25:  26: @foreach (var item in Model) { 27:  28: <img src="@item" alt="Alternate text"/> 29: } 3.2 We need a controller to receive the post. Notice the “containername” string I send to the blobhandler. I use this as a folder for the pictures for each user. If this is not a requirement you could just call it container or anything with small characters directly when creating the container. 1: public ActionResult Upload(IEnumerable<HttpPostedFileBase> file) 2: { 3: BlobHandler bh = new BlobHandler("containername"); 4: bh.Upload(file); 5: var blobUris=bh.GetBlobs(); 6: 7: return RedirectToAction("Index",blobUris); 8: } 3.3 The handler model. I’ll let the comments speak for themselves. 1: public class BlobHandler 2: { 3: // Retrieve storage account from connection string. 4: CloudStorageAccount storageAccount = CloudStorageAccount.Parse( 5: CloudConfigurationManager.GetSetting("StorageConnectionString")); 6: 7: private string imageDirecoryUrl; 8: 9: /// <summary> 10: /// Receives the users Id for where the pictures are and creates 11: /// a blob storage with that name if it does not exist. 12: /// </summary> 13: /// <param name="imageDirecoryUrl"></param> 14: public BlobHandler(string imageDirecoryUrl) 15: { 16: this.imageDirecoryUrl = imageDirecoryUrl; 17: // Create the blob client. 18: CloudBlobClient blobClient = storageAccount.CreateCloudBlobClient(); 19: 20: // Retrieve a reference to a container. 21: CloudBlobContainer container = blobClient.GetContainerReference(imageDirecoryUrl); 22: 23: // Create the container if it doesn't already exist. 24: container.CreateIfNotExists(); 25: 26: //Make available to everyone 27: container.SetPermissions( 28: new BlobContainerPermissions 29: { 30: PublicAccess = BlobContainerPublicAccessType.Blob 31: }); 32: } 33: 34: public void Upload(IEnumerable<HttpPostedFileBase> file) 35: { 36: // Create the blob client. 37: CloudBlobClient blobClient = storageAccount.CreateCloudBlobClient(); 38: 39: // Retrieve a reference to a container. 40: CloudBlobContainer container = blobClient.GetContainerReference(imageDirecoryUrl); 41: 42: if (file != null) 43: { 44: foreach (var f in file) 45: { 46: if (f != null) 47: { 48: CloudBlockBlob blockBlob = container.GetBlockBlobReference(f.FileName); 49: blockBlob.UploadFromStream(f.InputStream); 50: } 51: } 52: } 53: } 54: 55: public List<string> GetBlobs() 56: { 57: // Create the blob client. 58: CloudBlobClient blobClient = storageAccount.CreateCloudBlobClient(); 59: 60: // Retrieve reference to a previously created container. 61: CloudBlobContainer container = blobClient.GetContainerReference(imageDirecoryUrl); 62: 63: List<string> blobs = new List<string>(); 64: 65: // Loop over blobs within the container and output the URI to each of them 66: foreach (var blobItem in container.ListBlobs()) 67: blobs.Add(blobItem.Uri.ToString()); 68: 69: return blobs; 70: } 71: } 3.4 So, when the files have been uploaded we will get them to present them to out user in the index page. Pretty straight forward. In this example we only present the image by sending the Uri’s to the view. A better way would be to save them up in a view model containing URI, metadata, alternate text, and other relevant information but for this example this is all we need.   4. Now press F5 in your solution to try it out. You can see the storage emulator UI here:     4.1 If you get any exceptions or errors I suggest to first check if the service Is running correctly. I had problem with this and they seemed related to the installation and a reboot fixed my problems.     5. Set up for Cloud storage. To do this we need to add configuration for cloud just as we did for local in step one. 5.1 We need our keys to do this. Go to the windows Azure menagement portal, select storage icon to the right and click “Manage keys”. (Image from a different blog post though).   5.2 Do as in step 1.but replace step 1.6 with: 1.6 Choose “Manually entered credentials”. Enter your account name. 1.7 Paste your Account Key from step 5.1. and click ok.   5.3. Save, publish and run! Please feel free to ask any questions using the comments form at the bottom of this page. I will get back to you to help you solve any questions. Our consultancy agency also provides services in the Nordic regions if you would like any further support.

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  • CLR Version issues with CorBindRuntimeEx

    - by Rick Strahl
    I’m working on an older FoxPro application that’s using .NET Interop and this app loads its own copy of the .NET runtime through some of our own tools (wwDotNetBridge). This all works fine and it’s fairly straightforward to load and host the runtime and then make calls against it. I’m writing this up for myself mostly because I’ve been bitten by these issues repeatedly and spend 15 minutes each However, things get tricky when calling specific versions of the .NET runtime since .NET 4.0 has shipped. Basically we need to be able to support both .NET 2.0 and 4.0 and we’re currently doing it with the same assembly – a .NET 2.0 assembly that is the AppDomain entry point. This works as .NET 4.0 can easily host .NET 2.0 assemblies and the functionality in the 2.0 assembly provides all the features we need to call .NET 4.0 assemblies via Reflection. In wwDotnetBridge we provide a load flag that allows specification of the runtime version to use. Something like this: do wwDotNetBridge LOCAL loBridge as wwDotNetBridge loBridge = CreateObject("wwDotNetBridge","v4.0.30319") and this works just fine in most cases.  If I specify V4 internally that gets fixed up to a whole version number like “v4.0.30319” which is then actually used to host the .NET runtime. Specifically the ClrVersion setting is handled in this Win32 DLL code that handles loading the runtime for me: /// Starts up the CLR and creates a Default AppDomain DWORD WINAPI ClrLoad(char *ErrorMessage, DWORD *dwErrorSize) { if (spDefAppDomain) return 1; //Retrieve a pointer to the ICorRuntimeHost interface HRESULT hr = CorBindToRuntimeEx( ClrVersion, //Retrieve latest version by default L"wks", //Request a WorkStation build of the CLR STARTUP_LOADER_OPTIMIZATION_MULTI_DOMAIN | STARTUP_CONCURRENT_GC, CLSID_CorRuntimeHost, IID_ICorRuntimeHost, (void**)&spRuntimeHost ); if (FAILED(hr)) { *dwErrorSize = SetError(hr,ErrorMessage); return hr; } //Start the CLR hr = spRuntimeHost->Start(); if (FAILED(hr)) return hr; CComPtr<IUnknown> pUnk; WCHAR domainId[50]; swprintf(domainId,L"%s_%i",L"wwDotNetBridge",GetTickCount()); hr = spRuntimeHost->CreateDomain(domainId,NULL,&pUnk); hr = pUnk->QueryInterface(&spDefAppDomain.p); if (FAILED(hr)) return hr; return 1; } CorBindToRuntimeEx allows for a specific .NET version string to be supplied which is what I’m doing via an API call from the FoxPro code. The behavior of CorBindToRuntimeEx is a bit finicky however. The documentation states that NULL should load the latest version of the .NET runtime available on the machine – but it actually doesn’t. As far as I can see – regardless of runtime overrides even in the .config file – NULL will always load .NET 2.0 even if 4.0 is installed. <supportedRuntime> .config File Settings Things get even more unpredictable once you start adding runtime overrides into the application’s .config file. In my scenario working inside of Visual FoxPro this would be VFP9.exe.config in the FoxPro installation folder (not the current folder). If I have a specific runtime override in the .config file like this: <?xml version="1.0"?> <configuration> <startup> <supportedRuntime version="v2.0.50727" /> </startup> </configuration> Not surprisingly with this I can load a .NET 2.0  runtime, but I will not be able to load Version 4.0 of the .NET runtime even if I explicitly specify it in my call to ClrLoad. Worse I don’t get an error – it will just go ahead and hand me a V2 version of the runtime and assume that’s what I wanted. Yuck! However, if I set the supported runtime to V4 in the .config file: <?xml version="1.0"?> <configuration> <startup> <supportedRuntime version="v4.0.30319" /> </startup> </configuration> Then I can load both V4 and V2 of the runtime. Specifying NULL however will STILL only give me V2 of the runtime. Again this seems pretty inconsistent. If you’re hosting runtimes make sure you check which version of the runtime is actually loading first to ensure you get the one you’re looking for. If the wrong version loads – say 2.0 and you want 4.0 - and you then proceed to load 4.0 assemblies they will all fail to load due to version mismatches. This is how all of this started – I had a bunch of assemblies that weren’t loading and it took a while to figure out that the host was running the wrong version of the CLR and therefore caused the assemblies loading to fail. Arrggh! <supportedRuntime> and Debugger Version <supportedRuntime> also affects the use of the .NET debugger when attached to the target application. Whichever runtime is specified in the key is the version of the debugger that fires up. This can have some interesting side effects. If you load a .NET 2.0 assembly but <supportedRuntime> points at V4.0 (or vice versa) the debugger will never fire because it can only debug in the appropriate runtime version. This has bitten me on several occasions where code runs just fine but the debugger will just breeze by breakpoints without notice. The default version for the debugger is the latest version installed on the system if <supportedRuntime> is not set. Summary Besides all the hassels, I’m thankful I can build a .NET 2.0 assembly and have it host .NET 4.0 and call .NET 4.0 code. This way we’re able to ship a single assembly that provides functionality that supports both .NET 2 and 4 without having to have separate DLLs for both which would be a deployment and update nightmare. The MSDN documentation does point at newer hosting API’s specifically for .NET 4.0 which are way more complicated and even less documented but that doesn’t help here because the runtime needs to be able to host both .NET 4.0 and 2.0. Not pleased about that – the new APIs look way more complex and of course they’re not available with older versions of the runtime installed which in our case makes them useless to me in this scenario where I have to support .NET 2.0 hosting (to provide greater ‘built-in’ platform support). Once you know the behavior above, it’s manageable. However, it’s quite easy to get tripped up here because there are multiple combinations that can really screw up behaviors.© Rick Strahl, West Wind Technologies, 2005-2011Posted in .NET  FoxPro  

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  • ASP.NET MVC 3 Hosting :: MVC 2 Strongly Typed HTML Helper and Enhanced Validation Sample

    - by mbridge
    In lue of the off the official release of ASP.NET MVC 2 RTM, I decided I would put together a quick sample of the enhanced HTML.Helpers and validation controls. I am going to use my sample event site where I will have a form so a user can search for information about a certain events. So when the Search page loads the Search action is fired return my strongly typed model. to the view.    1: [HttpGet]    2: public ViewResult Search(): public ViewResult Search()    3: {    4:     IList<EventsModel> result = _eventsService.GetEventList();    5:     var viewModel = new EventSearchModel    6:                         {    7:                             EventList = new SelectList(result, "EventCode","EventName","Select Event")    8:                         };    9:     return View(viewModel);  10: } Nothing special here, although I did want to show how to load up a strongly typed drop down list because that hung me up for a little bit. So to that, I am going to pass back a SelectList to the view and my HTML helper should no how to load this. So lets take a look at the mark up for the view.    1: <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master"    2: Inherits="System.Web.Mvc.ViewPage<EventsSample.Models.EventSearchModel>" %>    3:     4: <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server">    5:     Search    6: </asp:Content>    7:     8: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server">    9:   10:     <h2>Search for Events</h2>  11:   12:     <% using (Html.BeginForm("Search","Events")) {%>  13:         <%= Html.ValidationSummary(true) %>  14:          15:         <fieldset>  16:             <legend>Fields</legend>  17:              18:             <div class="editor-label">  19:                 <%= Html.LabelFor(model => model.EventNumber) %>  20:             </div>  21:             <div class="editor-field">  22:                 <%= Html.TextBoxFor(model => model.EventNumber) %>  23:                 <%= Html.ValidationMessageFor(model => model.EventNumber) %>  24:             </div>  25:              26:             <div class="editor-label">  27:                 <%= Html.LabelFor(model => model.GuestLastName) %>  28:             </div>  29:             <div class="editor-field">  30:                 <%= Html.TextBoxFor(model => model.GuestLastName) %>  31:                 <%= Html.ValidationMessageFor(model => model.GuestLastName) %>  32:             </div>  33:              34:             <div class="editor-label">  35:                 <%= Html.LabelFor(model => model.EventName) %>  36:             </div>  37:             <div class="editor-field">  38:                 <%= Html.DropDownListFor(model => model.EventName, Model.EventList,"Select Event") %>  39:                 <%= Html.ValidationMessageFor(model => model.EventName) %>  40:             </div>  41:              42:             <p>  43:                 <input type="submit" value="Save" />  44:             </p>  45:         </fieldset>  46:   47:     <% } %>  48:   49:     <div>  50:         <%= Html.ActionLink("Back to List", "Index") %>  51:     </div>  52:   53: </asp:Content> A nice feature is the scaffolding that MVC has to generate code. I simply right clicked inside my Search() action, inside the EventsController and selected “Add View” and then I selected my strongly typed object that I wanted to pass to the view and also selected that I wanted the content type be “Edit”. With that the aspx page was completely generated, although I did have to go back in and change the textbox for the Event Names to a drop down list of the names to select from. The new feature with MVC 2 are the strongly typed HTML helpers. So now, my textboxes, drop down list, and validation helpers are all strongly typed to my model.  This features gives you the benefits of intellisense and also makes it easier to debug. “The Gu” has a great post about the feature in case you want more details. The DropDownListFor function to generate the drop down list was a little tricky for me. You first need to use a Lanbda expression to pass in the property you want the selected value assigned to in your model, and then you need to pass in the list directly from the model. Validations To validate the form, you can use the strongly type validation HTML helpers which will inspect your model and return errors if the validation fails. The definitions of these rules are set directly on the Model itself so lets take a look.    1: using System.ComponentModel.DataAnnotations;    2: using System.Web.Mvc;    3:     4: namespace EventsSample.Models    5: {    6:     public class EventSearchModel    7:     {    8:         [Required(ErrorMessage = "Please enter the event number.")]    9:         [RegularExpression(@"\w{6}",  10:             ErrorMessage = "The Event Number must be 6 letters and/or numbers.")]  11:         public string EventNumber { get; set; }  12:   13:         [Required(ErrorMessage = "Please enter the guest's last name.")]  14:         [RegularExpression(@"^[A-Za-zÀ-ÖØ-öø-ÿ1-9 '\-\.]{1,22}$",  15:             ErrorMessage = "The gueest's last name must 1 to 20 characters.")]  16:         public string GuestLastName { get; set; }  17:   18:         public string EventName { get; set; }  19:         public SelectList EventList { get; set; }  20:     }  21: } Pretty cool! Okay, the only thing left to do is perform the validation in the POST action.    1: [HttpPost]    2: public ViewResult Search(EventSearchModel eventSearchModel)    3: {    4:     if (ModelState.IsValid) return View("SearchResults");    5:     else    6:     {    7:          IList<EventsModel> result = _eventsService.GetEventList();    8:         eventSearchModel.EventList = new SelectList(result, "EVentCode","EventName");   9:   10:         return View(eventSearchModel);  11:     }  12: }  13:     } If the form entries are valid, here I am simply displaying the SearchResult, but in a real world sample I would also go out get the results first. You get the idea though. In my case, when the form is not valid, I also had to reload my SelectList with the event names before I loaded the page again. Remember this is MVC, no _VieState here :) So that’s it. Now my form is validating the data and when it fails it looks like this.

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • Pluggable Rules for Entity Framework Code First

    - by Ricardo Peres
    Suppose you want a system that lets you plug custom validation rules on your Entity Framework context. The rules would control whether an entity can be saved, updated or deleted, and would be implemented in plain .NET. Yes, I know I already talked about plugable validation in Entity Framework Code First, but this is a different approach. An example API is in order, first, a ruleset, which will hold the collection of rules: 1: public interface IRuleset : IDisposable 2: { 3: void AddRule<T>(IRule<T> rule); 4: IEnumerable<IRule<T>> GetRules<T>(); 5: } Next, a rule: 1: public interface IRule<T> 2: { 3: Boolean CanSave(T entity, DbContext ctx); 4: Boolean CanUpdate(T entity, DbContext ctx); 5: Boolean CanDelete(T entity, DbContext ctx); 6: String Name 7: { 8: get; 9: } 10: } Let’s analyze what we have, starting with the ruleset: Only has methods for adding a rule, specific to an entity type, and to list all rules of this entity type; By implementing IDisposable, we allow it to be cancelled, by disposing of it when we no longer want its rules to be applied. A rule, on the other hand: Has discrete methods for checking if a given entity can be saved, updated or deleted, which receive as parameters the entity itself and a pointer to the DbContext to which the ruleset was applied; Has a name property for helping us identifying what failed. A ruleset really doesn’t need a public implementation, all we need is its interface. The private (internal) implementation might look like this: 1: sealed class Ruleset : IRuleset 2: { 3: private readonly IDictionary<Type, HashSet<Object>> rules = new Dictionary<Type, HashSet<Object>>(); 4: private ObjectContext octx = null; 5:  6: internal Ruleset(ObjectContext octx) 7: { 8: this.octx = octx; 9: } 10:  11: public void AddRule<T>(IRule<T> rule) 12: { 13: if (this.rules.ContainsKey(typeof(T)) == false) 14: { 15: this.rules[typeof(T)] = new HashSet<Object>(); 16: } 17:  18: this.rules[typeof(T)].Add(rule); 19: } 20:  21: public IEnumerable<IRule<T>> GetRules<T>() 22: { 23: if (this.rules.ContainsKey(typeof(T)) == true) 24: { 25: foreach (IRule<T> rule in this.rules[typeof(T)]) 26: { 27: yield return (rule); 28: } 29: } 30: } 31:  32: public void Dispose() 33: { 34: this.octx.SavingChanges -= RulesExtensions.OnSaving; 35: RulesExtensions.rulesets.Remove(this.octx); 36: this.octx = null; 37:  38: this.rules.Clear(); 39: } 40: } Basically, this implementation: Stores the ObjectContext of the DbContext to which it was created for, this is so that later we can remove the association; Has a collection - a set, actually, which does not allow duplication - of rules indexed by the real Type of an entity (because of proxying, an entity may be of a type that inherits from the class that we declared); Has generic methods for adding and enumerating rules of a given type; Has a Dispose method for cancelling the enforcement of the rules. A (really dumb) rule applied to Product might look like this: 1: class ProductRule : IRule<Product> 2: { 3: #region IRule<Product> Members 4:  5: public String Name 6: { 7: get 8: { 9: return ("Rule 1"); 10: } 11: } 12:  13: public Boolean CanSave(Product entity, DbContext ctx) 14: { 15: return (entity.Price > 10000); 16: } 17:  18: public Boolean CanUpdate(Product entity, DbContext ctx) 19: { 20: return (true); 21: } 22:  23: public Boolean CanDelete(Product entity, DbContext ctx) 24: { 25: return (true); 26: } 27:  28: #endregion 29: } The DbContext is there because we may need to check something else in the database before deciding whether to allow an operation or not. And here’s how to apply this mechanism to any DbContext, without requiring the usage of a subclass, by means of an extension method: 1: public static class RulesExtensions 2: { 3: private static readonly MethodInfo getRulesMethod = typeof(IRuleset).GetMethod("GetRules"); 4: internal static readonly IDictionary<ObjectContext, Tuple<IRuleset, DbContext>> rulesets = new Dictionary<ObjectContext, Tuple<IRuleset, DbContext>>(); 5:  6: private static Type GetRealType(Object entity) 7: { 8: return (entity.GetType().Assembly.IsDynamic == true ? entity.GetType().BaseType : entity.GetType()); 9: } 10:  11: internal static void OnSaving(Object sender, EventArgs e) 12: { 13: ObjectContext octx = sender as ObjectContext; 14: IRuleset ruleset = rulesets[octx].Item1; 15: DbContext ctx = rulesets[octx].Item2; 16:  17: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Added)) 18: { 19: Object entity = entry.Entity; 20: Type realType = GetRealType(entity); 21:  22: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 23: { 24: if (rule.CanSave(entity, ctx) == false) 25: { 26: throw (new Exception(String.Format("Cannot save entity {0} due to rule {1}", entity, rule.Name))); 27: } 28: } 29: } 30:  31: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Deleted)) 32: { 33: Object entity = entry.Entity; 34: Type realType = GetRealType(entity); 35:  36: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 37: { 38: if (rule.CanDelete(entity, ctx) == false) 39: { 40: throw (new Exception(String.Format("Cannot delete entity {0} due to rule {1}", entity, rule.Name))); 41: } 42: } 43: } 44:  45: foreach (ObjectStateEntry entry in octx.ObjectStateManager.GetObjectStateEntries(EntityState.Modified)) 46: { 47: Object entity = entry.Entity; 48: Type realType = GetRealType(entity); 49:  50: foreach (dynamic rule in (getRulesMethod.MakeGenericMethod(realType).Invoke(ruleset, null) as IEnumerable)) 51: { 52: if (rule.CanUpdate(entity, ctx) == false) 53: { 54: throw (new Exception(String.Format("Cannot update entity {0} due to rule {1}", entity, rule.Name))); 55: } 56: } 57: } 58: } 59:  60: public static IRuleset CreateRuleset(this DbContext context) 61: { 62: Tuple<IRuleset, DbContext> ruleset = null; 63: ObjectContext octx = (context as IObjectContextAdapter).ObjectContext; 64:  65: if (rulesets.TryGetValue(octx, out ruleset) == false) 66: { 67: ruleset = rulesets[octx] = new Tuple<IRuleset, DbContext>(new Ruleset(octx), context); 68: 69: octx.SavingChanges += OnSaving; 70: } 71:  72: return (ruleset.Item1); 73: } 74: } It relies on the SavingChanges event of the ObjectContext to intercept the saving operations before they are actually issued. Yes, it uses a bit of dynamic magic! Very handy, by the way! So, let’s put it all together: 1: using (MyContext ctx = new MyContext()) 2: { 3: IRuleset rules = ctx.CreateRuleset(); 4: rules.AddRule(new ProductRule()); 5:  6: ctx.Products.Add(new Product() { Name = "xyz", Price = 50000 }); 7:  8: ctx.SaveChanges(); //an exception is fired here 9:  10: //when we no longer need to apply the rules 11: rules.Dispose(); 12: } Feel free to use it and extend it any way you like, and do give me your feedback! As a final note, this can be easily changed to support plain old Entity Framework (not Code First, that is), if that is what you are using.

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  • SQL SERVER – Weekly Series – Memory Lane – #034

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 UDF – User Defined Function to Strip HTML – Parse HTML – No Regular Expression The UDF used in the blog does fantastic task – it scans entire HTML text and removes all the HTML tags. It keeps only valid text data without HTML task. This is one of the quite commonly requested tasks many developers have to face everyday. De-fragmentation of Database at Operating System to Improve Performance Operating system skips MDF file while defragging the entire filesystem of the operating system. It is absolutely fine and there is no impact of the same on performance. Read the entire blog post for my conversation with our network engineers. Delay Function – WAITFOR clause – Delay Execution of Commands How do you delay execution of the commands in SQL Server – ofcourse by using WAITFOR keyword. In this blog post, I explain the same with the help of T-SQL script. Find Length of Text Field To measure the length of TEXT fields the function is DATALENGTH(textfield). Len will not work for text field. As of SQL Server 2005, developers should migrate all the text fields to VARCHAR(MAX) as that is the way forward. Retrieve Current Date Time in SQL Server CURRENT_TIMESTAMP, GETDATE(), {fn NOW()} There are three ways to retrieve the current datetime in SQL SERVER. CURRENT_TIMESTAMP, GETDATE(), {fn NOW()} Explanation and Comparison of NULLIF and ISNULL An interesting observation is NULLIF returns null if it comparison is successful, whereas ISNULL returns not null if its comparison is successful. In one way they are opposite to each other. Here is my question to you - How to create infinite loop using NULLIF and ISNULL? If this is even possible? 2008 Introduction to SERVERPROPERTY and example SERVERPROPERTY is a very interesting system function. It returns many of the system values. I use it very frequently to get different server values like Server Collation, Server Name etc. SQL Server Start Time We can use DMV to find out what is the start time of SQL Server in 2008 and later version. In this blog you can see how you can do the same. Find Current Identity of Table Many times we need to know what is the current identity of the column. I have found one of my developers using aggregated function MAX () to find the current identity. However, I prefer following DBCC command to figure out current identity. Create Check Constraint on Column Some time we just need to create a simple constraint over the table but I have noticed that developers do many different things to make table column follow rules than just creating constraint. I suggest constraint is a very useful concept and every SQL Developer should pay good attention to this subject. 2009 List Schema Name and Table Name for Database This is one of the blog post where I straight forward display script. One of the kind of blog posts, which I still love to read and write. Clustered Index on Separate Drive From Table Location A table devoid of primary key index is called heap, and here data is not arranged in a particular order, which gives rise to issues that adversely affect performance. Data must be stored in some kind of order. If we put clustered index on it then the order will be forced by that index and the data will be stored in that particular order. Understanding Table Hints with Examples Hints are options and strong suggestions specified for enforcement by the SQL Server query processor on DML statements. The hints override any execution plan the query optimizer might select for a query. 2010 Data Pages in Buffer Pool – Data Stored in Memory Cache One of my earlier year article, which I still read it many times and point developers to read it again. It is clear from the Resultset that when more than one index is used, datapages related to both or all of the indexes are stored in Memory Cache separately. TRANSACTION, DML and Schema Locks Can you create a situation where you can see Schema Lock? Well, this is a very simple question, however during the interview I notice over 50 candidates failed to come up with the scenario. In this blog post, I have demonstrated the situation where we can see the schema lock in database. 2011 Solution – Puzzle – Statistics are not updated but are Created Once In this example I have created following situation: Create Table Insert 1000 Records Check the Statistics Now insert 10 times more 10,000 indexes Check the Statistics – it will be NOT updated Auto Update Statistics and Auto Create Statistics for database is TRUE Now I have requested two things in the example 1) Why this is happening? 2) How to fix this issue? Selecting Domain from Email Address This is a straight to script blog post where I explain how to select only domain name from entire email address. Solution – Generating Zero Without using Any Numbers in T-SQL How to get zero digit without using any digit? This is indeed a very interesting question and the answer is even interesting. Try to come up with answer in next 10 minutes and if you can’t come up with the answer the blog post read this post for solution. 2012 Simple Explanation and Puzzle with SOUNDEX Function and DIFFERENCE Function In simple words - SOUNDEX converts an alphanumeric string to a four-character code to find similar-sounding words or names. DIFFERENCE function returns an integer value. The  integer returned is the number of characters in the SOUNDEX values that are the same. Read Only Files and SQL Server Management Studio (SSMS) I have come across a very interesting feature in SSMS related to “Read Only” files. I believe it is a little unknown feature as well so decided to write a blog about the same. Identifying Column Data Type of uniqueidentifier without Querying System Tables How do I know if any table has a uniqueidentifier column and what is its value without using any DMV or System Catalogues? Only information you know is the table name and you are allowed to return any kind of error if the table does not have uniqueidentifier column. Read the blog post to find the answer. Solution – User Not Able to See Any User Created Object in Tables – Security and Permissions Issue Interesting question – “When I try to connect to SQL Server, it lets me connect just fine as well let me open and explore the database. I noticed that I do not see any user created instances but when my colleague attempts to connect to the server, he is able to explore the database as well see all the user created tables and other objects. Can you help me fix it?” Importing CSV File Into Database – SQL in Sixty Seconds #018 – Video Here is interesting small 60 second video on how to import CSV file into Database. ColumnStore Index – Batch Mode vs Row Mode Here is the logic behind when Columnstore Index uses Batch Mode and when it uses Row Mode. A batch typically represents about 1000 rows of data. Batch mode processing also uses algorithms that are optimized for the multicore CPUs and increased memory throughput. Follow up – Usage of $rowguid and $IDENTITY This is an excellent follow up blog post of my earlier blog post where I explain where to use $rowguid and $identity.  If you do not know the difference between them, this is a blog with a script example. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Refactoring a Single Rails Model with large methods & long join queries trying to do everything

    - by Kelseydh
    I have a working Ruby on Rails Model that I suspect is inefficient, hard to maintain, and full of unnecessary SQL join queries. I want to optimize and refactor this Model (Quiz.rb) to comply with Rails best practices, but I'm not sure how I should do it. The Rails app is a game that has Missions with many Stages. Users complete Stages by answering Questions that have correct or incorrect Answers. When a User tries to complete a stage by answering questions, the User gets a Quiz entry with many Attempts. Each Attempt records an Answer submitted for that Question within the Stage. A user completes a stage or mission by getting every Attempt correct, and their progress is tracked by adding a new entry to the UserMission & UserStage join tables. All of these features work, but unfortunately the Quiz.rb Model has been twisted to handle almost all of it exclusively. The callbacks began at 'Quiz.rb', and because I wasn't sure how to leave the Quiz Model during a multi-model update, I resorted to using Rails Console to have the @quiz instance variable via self.some_method do all the heavy lifting to retrieve every data value for the game's business logic; resulting in large extended join queries that "dance" all around the Database schema. The Quiz.rb Model that Smells: class Quiz < ActiveRecord::Base belongs_to :user has_many :attempts, dependent: :destroy before_save :check_answer before_save :update_user_mission_and_stage accepts_nested_attributes_for :attempts, :reject_if => lambda { |a| a[:answer_id].blank? }, :allow_destroy => true #Checks every answer within each quiz, adding +1 for each correct answer #within a stage quiz, and -1 for each incorrect answer def check_answer stage_score = 0 self.attempts.each do |attempt| if attempt.answer.correct? == true stage_score += 1 elsif attempt.answer.correct == false stage_score - 1 end end stage_score end def winner return true end def update_user_mission_and_stage ####### #Step 1: Checks if UserMission exists, finds or creates one. #if no UserMission for the current mission exists, creates a new UserMission if self.user_has_mission? == false @user_mission = UserMission.new(user_id: self.user.id, mission_id: self.current_stage.mission_id, available: true) @user_mission.save else @user_mission = self.find_user_mission end ####### #Step 2: Checks if current UserStage exists, stops if true to prevent duplicate entry if self.user_has_stage? @user_mission.save return true else ####### ##Step 3: if step 2 returns false: ##Initiates UserStage creation instructions #checks for winner (winner actions need to be defined) if they complete last stage of last mission for a given orientation if self.passed? && self.is_last_stage? && self.is_last_mission? create_user_stage_and_update_user_mission self.winner #NOTE: The rest are the same, but specify conditions that are available to add badges or other actions upon those conditions occurring: ##if user completes first stage of a mission elsif self.passed? && self.is_first_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first stage of first mission self.user.add_badge(5) self.user.activity_logs.create(description: "granted first-stage badge", type_event: "badge", value: "first-stage") #If user completes last stage of a given mission, creates a new UserMission elsif self.passed? && self.is_last_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first mission self.user.add_badge(6) self.user.activity_logs.create(description: "granted first-mission badge", type_event: "badge", value: "first-mission") elsif self.passed? create_user_stage_and_update_user_mission else self.passed? == false return true end end end #Creates a new UserStage record in the database for a successful Quiz question passing def create_user_stage_and_update_user_mission @nu_stage = @user_mission.user_stages.new(user_id: self.user.id, stage_id: self.current_stage.id) @nu_stage.save @user_mission.save self.user.add_points(50) end #Boolean that defines passing a stage as answering every question in that stage correct def passed? self.check_answer >= self.number_of_questions end #Returns the number of questions asked for that stage's quiz def number_of_questions self.attempts.first.answer.question.stage.questions.count end #Returns the current_stage for the Quiz, routing through 1st attempt in that Quiz def current_stage self.attempts.first.answer.question.stage end #Gives back the position of the stage relative to its mission. def stage_position self.attempts.first.answer.question.stage.position end #will find the user_mission for the current user and stage if it exists def find_user_mission self.user.user_missions.find_by_mission_id(self.current_stage.mission_id) end #Returns true if quiz was for the last stage within that mission #helpful for triggering actions related to a user completing a mission def is_last_stage? self.stage_position == self.current_stage.mission.stages.last.position end #Returns true if quiz was for the first stage within that mission #helpful for triggering actions related to a user completing a mission def is_first_stage? self.stage_position == self.current_stage.mission.stages_ordered.first.position end #Returns true if current user has a UserMission for the current stage def user_has_mission? self.user.missions.ids.include?(self.current_stage.mission.id) end #Returns true if current user has a UserStage for the current stage def user_has_stage? self.user.stages.include?(self.current_stage) end #Returns true if current user is on the last mission based on position within a given orientation def is_first_mission? self.user.missions.first.orientation.missions.by_position.first.position == self.current_stage.mission.position end #Returns true if current user is on the first stage & mission of a given orientation def is_last_mission? self.user.missions.first.orientation.missions.by_position.last.position == self.current_stage.mission.position end end My Question Currently my Rails server takes roughly 500ms to 1 sec to process single @quiz.save action. I am confident that the slowness here is due to sloppy code, not bad Database ERD design. What does a better solution look like? And specifically: Should I use join queries to retrieve values like I did here, or is it better to instantiate new objects within the model instead? Or am I missing a better solution? How should update_user_mission_and_stage be refactored to follow best practices? Relevant Code for Reference: quizzes_controller.rb w/ Controller Route Initiating Callback: class QuizzesController < ApplicationController before_action :find_stage_and_mission before_action :find_orientation before_action :find_question def show end def create @user = current_user @quiz = current_user.quizzes.new(quiz_params) if @quiz.save if @quiz.passed? if @mission.next_mission.nil? && @stage.next_stage.nil? redirect_to root_path, notice: "Congratulations, you have finished the last mission!" elsif @stage.next_stage.nil? redirect_to [@mission.next_mission, @mission.first_stage], notice: "Correct! Time for Mission #{@mission.next_mission.position}", info: "Starting next mission" else redirect_to [@mission, @stage.next_stage], notice: "Answer Correct! You passed the stage!" end else redirect_to [@mission, @stage], alert: "You didn't get every question right, please try again." end else redirect_to [@mission, @stage], alert: "Sorry. We were unable to save your answer. Please contact the admministrator." end @questions = @stage.questions.all end private def find_stage_and_mission @stage = Stage.find(params[:stage_id]) @mission = @stage.mission end def find_question @question = @stage.questions.find_by_id params[:id] end def quiz_params params.require(:quiz).permit(:user_id, :attempt_id, {attempts_attributes: [:id, :quiz_id, :answer_id]}) end def find_orientation @orientation = @mission.orientation @missions = @orientation.missions.by_position end end Overview of Relevant ERD Database Relationships: Mission - Stage - Question - Answer - Attempt <- Quiz <- User Mission - UserMission <- User Stage - UserStage <- User Other Models: Mission.rb class Mission < ActiveRecord::Base belongs_to :orientation has_many :stages has_many :user_missions, dependent: :destroy has_many :users, through: :user_missions #SCOPES scope :by_position, -> {order(position: :asc)} def stages_ordered stages.order(:position) end def next_mission self.orientation.missions.find_by_position(self.position.next) end def first_stage next_mission.stages_ordered.first end end Stage.rb: class Stage < ActiveRecord::Base belongs_to :mission has_many :questions, dependent: :destroy has_many :user_stages, dependent: :destroy has_many :users, through: :user_stages accepts_nested_attributes_for :questions, reject_if: :all_blank, allow_destroy: true def next_stage self.mission.stages.find_by_position(self.position.next) end end Question.rb class Question < ActiveRecord::Base belongs_to :stage has_many :answers, dependent: :destroy accepts_nested_attributes_for :answers, :reject_if => lambda { |a| a[:body].blank? }, :allow_destroy => true end Answer.rb: class Answer < ActiveRecord::Base belongs_to :question has_many :attempts, dependent: :destroy end Attempt.rb: class Attempt < ActiveRecord::Base belongs_to :answer belongs_to :quiz end User.rb: class User < ActiveRecord::Base belongs_to :school has_many :activity_logs has_many :user_missions, dependent: :destroy has_many :missions, through: :user_missions has_many :user_stages, dependent: :destroy has_many :stages, through: :user_stages has_many :orientations, through: :school has_many :quizzes, dependent: :destroy has_many :attempts, through: :quizzes def latest_stage_position self.user_missions.last.user_stages.last.stage.position end end UserMission.rb class UserMission < ActiveRecord::Base belongs_to :user belongs_to :mission has_many :user_stages, dependent: :destroy end UserStage.rb class UserStage < ActiveRecord::Base belongs_to :user belongs_to :stage belongs_to :user_mission end

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  • Massive Silverlight Giveaway! DevExpress , Syncfusion, Crypto Obfuscator and SL Spy!

    - by mbcrump
    Oh my, have we grown! Maybe I should change the name to Multiple Silverlight Giveaways. So far, my Silverlight giveaways have been such a success that I’m going to be able to give away more than one Silverlight product every month. Last month, we gave away 3 great products. 1) ComponentOne Silverlight Controls 2)  ComponentOne XAP Optimizer (with obfuscation) and 3) Silverlight Spy. This month, we will give away 4 great Silverlight products and have 4 different winners. This way the Silverlight community can grow with more than just one person winning all the prizes. This month we will be giving away: DevExpress Silverlight Controls – Over 50+ Silverlight Controls Syncfusion User Interface Edition - Create stunning line of business silverlight applications with a wide range of components including a high performance grid, docking manager, chart, gauge, scheduler and much more. Crypto Obfuscator – Works for all .NET including Silverlight/Windows Phone 7. Silverlight Spy – provides a license EVERY month for this giveaway. ----------------------------------------------------------------------------------------------------------------------------------------------------------- Win a FREE developer’s license of one of the products listed above! 4 winners will be announced on April 1st, 2011! To be entered into the contest do the following things: Subscribe to my feed. – Use Google Reader, email or whatever is best for you.  Leave a comment below with a valid email account (I WILL NOT share this info with anyone.) Retweet the following : I just entered to win free #Silverlight controls from @mbcrump . Register here: http://mcrump.me/fTSmB8 ! Don’t change the URL because this will allow me to track the users that Tweet this page. Don’t forget to visit each of the vendors sites because they made this possible. MichaelCrump.Net provides Silverlight Giveaways every month. You can also see the latest giveaway by bookmarking http://giveaways.michaelcrump.net . ---------------------------------------------------------------------------------------------------------------------------------------------------------- DevExpress Silverlight Controls Let’s take a quick look at some of the software that is provided in this giveaway. Before we get started with the Silverlight Controls, here is a couple of links to bookmark for the DevExpress Silverlight Controls: The Live Demos of the Silverlight Controls is located here. Great Video Tutorials of the Silverlight Controls are here. One thing that I liked about the DevExpress is how easy it was to find demos of each control. After you install the controls the following Program Group appears complete with “demos” that include full-source.   So, the first question that you may ask is, “What is included?” Here is the official list below. I wanted to show several of the controls that I think developers will use the most. The Book – Very rich animation between switching pages. Very easy to add your own images and custom text. The Menu – This is another control that just looked great. You can easily add images to the menu items with a few lines of XAML. The Window / Dialog Box – You can use this control to make a very beautiful “Wizard” to help your users navigate between pages. This is useful in setup or installation. Calculator – This would be useful for any type of Banking app. Also a first that I’ve seen from a 3rd party Control company. DatePicker – This controls feels a lot smoother than the one provided by Microsoft. It also provides the ability to “Clear” the selection. Overall the DevExpress Silverlight Controls feature a lot of quality controls that you should check out. You can go ahead and download a trial version of it right now by clicking here. If you win the contest you can simply enter your registration key and continue using the product without reinstalling. Syncfusion User Interface Edition Before we get started with the Syncfusion User Interface Edition, here is a couple of links to bookmark. The Live Demos can be found here. You can download a demo of it now at http://www.syncfusion.com/downloads/evalstart. After you install the Syncfusion, you can view the dashboard to run locally installed samples. You may also download the documentation to your local machine if needed. Since the name of the package is “User Interface Edition”, I decided to share several samples that struck me as “awesome”. Dashboard Gauges – I was very impressed with the various gauges they have included. The digital clock also looks very impressive. Diagram – The diagrams are also very easy to build. In the sample project below you can drag/drop the shapes onto the content pane. More complex lines like the Bezier lines are also easy to create using Syncfusion. Scheduling – Another strong component was the Scheduling with built-in support for Themes. Tools – If all of that wasn’t enough, it also comes with a nice pack of essential tools. Syncfusion has a nice variety of Silverlight Controls that you should check out. You can go ahead and download a trial version of it right now by clicking here. Crypto Obfuscator The following feature set is what is important to me in an Obfuscator since I am a Silverlight/WP7 Developer: And thankfully this is what you get in Crypto Obfuscator. You can download a trial version right now if you want to go ahead and play with it. Let’s spend a few moments taking a look at the application. After you have installed Crypto Obfuscator you will see the following screen: After you click on Assemblies you have the option to add your .XAP file in: I went ahead and loaded my .xap file from a Silverlight Application. At this point, you can simply save your project and hit “Obfuscate” and your done. You don’t have to mess with any of the other settings if you don’t want too. Of course, you can change the settings and add obfuscation rules, watermarks and signing if you wish.  After Obfuscation, it looks like this in .NET Reflector: I was trying to browse through methods and it actually crashed Reflector. This confirms the level of protection the obfuscator is providing. If this were a commercial application that my team built, I would have a huge smile on my face right now. Crypto Obfuscator is a great product and I hope you will spend the time learning more about it. Silverlight Spy Silverlight Spy is a runtime inspector tool that will tell you pretty much everything that is going on with the application. Basically, you give it a URL that contains a Silverlight application and you can explore the element tree, events, xaml and so much more. This has already been reviewed on MichaelCrump.net. _________________________________________________________________________________________ Thanks for reading and don’t forget to leave a comment below in order to win one of the four prizes available! Subscribe to my feed

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  • How to block the ASP.NET page while ajax UpdateProgress is being displayed.

    Step 1: Copy the following styles to your aspx page. <style type="text/css">       .hide       {           display: none;       }       .show       {           display: inherit;       }        .progressBackgroundFilter       {           position: absolute;           top: 0px;           bottom: 0px;           left: 0px;           right: 0px;           overflow: hidden;           padding: 0;           margin: 0;           background-color: #000;           filter: alpha(opacity=50);           opacity: 0.5;           z-index: 1000;       }       .processMessage       {           position: absolute;           font-family:Verdana;           font-size:12px;           font-weight:normal;           color:#000066;           top: 30%;           left: 43%;           padding: 10px;           width: 18%;           z-index: 1001;           background-color: #fff;       }   </style> Step 2: Put the divs as shown below in UpdateProgress control. <asp:UpdateProgress ID="updPrgsBaselineTab" runat="server">        <ProgressTemplate>            <div id="progressBackgroundFilter" class="progressBackgroundFilter">            </div>            <div id="processMessage" class="processMessage">                <table width="100%">                    <tr style="width: 100%">                        <td style="width: 100%">                            Please Wait..........                        </td>                    </tr>                    <tr style="width: 100%">                        <td style="width: 100%" align="center">                            <img src="../Images/Update_Progress.gif" />                        </td>                    </tr>                </table>            </div>        </ProgressTemplate>    </asp:UpdateProgress> span.fullpost {display:none;}

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  • T4 Performance Counters explained

    - by user13346607
    Now that T4 is out for a few month some people might have wondered what details of the new pipeline you can monitor. A "cpustat -h" lists a lot of events that can be monitored, and only very few are self-explanatory. I will try to give some insight on all of them, some of these "PIC events" require an in-depth knowledge of T4 pipeline. Over time I will try to explain these, for the time being these events should simply be ignored. (Side note: some counters changed from tape-out 1.1 (*only* used in the T4 beta program) to tape-out 1.2 (used in the systems shipping today) The table only lists the tape-out 1.2 counters) 0 0 1 1058 6033 Oracle Microelectronics 50 14 7077 14.0 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:Cambria; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} pic name (cpustat) Prose Comment Sel-pipe-drain-cycles, Sel-0-[wait|ready], Sel-[1,2] Sel-0-wait counts cycles a strand waits to be selected. Some reasons can be counted in detail; these are: Sel-0-ready: Cycles a strand was ready but not selected, that can signal pipeline oversubscription Sel-1: Cycles only one instruction or µop was selected Sel-2: Cycles two instructions or µops were selected Sel-pipe-drain-cycles: cf. PRM footnote 8 to table 10.2 Pick-any, Pick-[0|1|2|3] Cycles one, two, three, no or at least one instruction or µop is picked Instr_FGU_crypto Number of FGU or crypto instructions executed on that vcpu Instr_ld dto. for load Instr_st dto. for store SPR_ring_ops dto. for SPR ring ops Instr_other dto. for all other instructions not listed above, PRM footnote 7 to table 10.2 lists the instructions Instr_all total number of instructions executed on that vcpu Sw_count_intr Nr of S/W count instructions on that vcpu (sethi %hi(fc000),%g0 (whatever that is))  Atomics nr of atomic ops, which are LDSTUB/a, CASA/XA, and SWAP/A SW_prefetch Nr of PREFETCH or PREFETCHA instructions Block_ld_st Block loads or store on that vcpu IC_miss_nospec, IC_miss_[L2_or_L3|local|remote]\ _hit_nospec Various I$ misses, distinguished by where they hit. All of these count per thread, but only primary events: T4 counts only the first occurence of an I$ miss on a core for a certain instruction. If one strand misses in I$ this miss is counted, but if a second strand on the same core misses while the first miss is being resolved, that second miss is not counted This flavour of I$ misses counts only misses that are caused by instruction that really commit (note the "_nospec") BTC_miss Branch target cache miss ITLB_miss ITLB misses (synchronously counted) ITLB_miss_asynch dto. but asynchronously [I|D]TLB_fill_\ [8KB|64KB|4MB|256MB|2GB|trap] H/W tablewalk events that fill ITLB or DTLB with translation for the corresponding page size. The “_trap” event occurs if the HWTW was not able to fill the corresponding TLB IC_mtag_miss, IC_mtag_miss_\ [ptag_hit|ptag_miss|\ ptag_hit_way_mismatch] I$ micro tag misses, with some options for drill down Fetch-0, Fetch-0-all fetch-0 counts nr of cycles nothing was fetched for this particular strand, fetch-0-all counts cycles nothing was fetched for all strands on a core Instr_buffer_full Cycles the instruction buffer for a strand was full, thereby preventing any fetch BTC_targ_incorrect Counts all occurences of wrongly predicted branch targets from the BTC [PQ|ROB|LB|ROB_LB|SB|\ ROB_SB|LB_SB|RB_LB_SB|\ DTLB_miss]\ _tag_wait ST_q_tag_wait is listed under sl=20. These counters monitor pipeline behaviour therefore they are not strand specific: PQ_...: cycles Rename stage waits for a Pick Queue tag (might signal memory bound workload for single thread mode, cf. Mail from Richard Smith) ROB_...: cycles Select stage waits for a ROB (ReOrderBuffer) tag LB_...: cycles Select stage waits for a Load Buffer tag SB_...: cycles Select stage waits for Store Buffer tag combinations of the above are allowed, although some of these events can overlap, the counter will only be incremented once per cycle if any of these occur DTLB_...: cycles load or store instructions wait at Pick stage for a DTLB miss tag [ID]TLB_HWTW_\ [L2_hit|L3_hit|L3_miss|all] Counters for HWTW accesses caused by either DTLB or ITLB misses. Canbe further detailed by where they hit IC_miss_L2_L3_hit, IC_miss_local_remote_remL3_hit, IC_miss I$ prefetches that were dropped because they either miss in L2$ or L3$ This variant counts misses regardless if the causing instruction commits or not DC_miss_nospec, DC_miss_[L2_L3|local|remote_L3]\ _hit_nospec D$ misses either in general or detailed by where they hit cf. the explanation for the IC_miss in two flavours for an explanation of _nospec and the reasoning for two DC_miss counters DTLB_miss_asynch counts all DTLB misses asynchronously, there is no way to count them synchronously DC_pref_drop_DC_hit, SW_pref_drop_[DC_hit|buffer_full] L1-D$ h/w prefetches that were dropped because of a D$ hit, counted per core. The others count software prefetches per strand [Full|Partial]_RAW_hit_st_[buf|q] Count events where a load wants to get data that has not yet been stored, i. e. it is still inside the pipeline. The data might be either still in the store buffer or in the store queue. If the load's data matches in the SB and in the store queue the data in buffer takes precedence of course since it is younger [IC|DC]_evict_invalid, [IC|DC|L1]_snoop_invalid, [IC|DC|L1]_invalid_all Counter for invalidated cache evictions per core St_q_tag_wait Number of cycles pipeline waits for a store queue tag, of course counted per core Data_pref_[drop_L2|drop_L3|\ hit_L2|hit_L3|\ hit_local|hit_remote] Data prefetches that can be further detailed by either why they were dropped or where they did hit St_hit_[L2|L3], St_L2_[local|remote]_C2C, St_local, St_remote Store events distinguished by where they hit or where they cause a L2 cache-to-cache transfer, i.e. either a transfer from another L2$ on the same die or from a different die DC_miss, DC_miss_\ [L2_L3|local|remote]_hit D$ misses either in general or detailed by where they hit cf. the explanation for the IC_miss in two flavours for an explanation of _nospec and the reasoning for two DC_miss counters L2_[clean|dirty]_evict Per core clean or dirty L2$ evictions L2_fill_buf_full, L2_wb_buf_full, L2_miss_buf_full Per core L2$ buffer events, all count number of cycles that this state was present L2_pipe_stall Per core cycles pipeline stalled because of L2$ Branches Count branches (Tcc, DONE, RETRY, and SIT are not counted as branches) Br_taken Counts taken branches (Tcc, DONE, RETRY, and SIT are not counted as branches) Br_mispred, Br_dir_mispred, Br_trg_mispred, Br_trg_mispred_\ [far_tbl|indir_tbl|ret_stk] Counter for various branch misprediction events.  Cycles_user counts cycles, attribute setting hpriv, nouser, sys controls addess space to count in Commit-[0|1|2], Commit-0-all, Commit-1-or-2 Number of times either no, one, or two µops commit for a strand. Commit-0-all counts number of times no µop commits for the whole core, cf. footnote 11 to table 10.2 in PRM for a more detailed explanation on how this counters interacts with the privilege levels

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  • SQL Server script commands to check if object exists and drop it

    - by deadlydog
    Over the past couple years I’ve been keeping track of common SQL Server script commands that I use so I don’t have to constantly Google them.  Most of them are how to check if a SQL object exists before dropping it.  I thought others might find these useful to have them all in one place, so here you go: 1: --=============================== 2: -- Create a new table and add keys and constraints 3: --=============================== 4: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 5: BEGIN 6: CREATE TABLE [dbo].[TableName] 7: ( 8: [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) 9: [ColumnName2] INT NULL, 10: [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') 11: ) 12: 13: -- Add the table's primary key 14: ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED 15: ( 16: [ColumnName1], 17: [ColumnName2] 18: ) 19: 20: -- Add a foreign key constraint 21: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY 22: ( 23: [ColumnName1], 24: [ColumnName2] 25: ) 26: REFERENCES [dbo].[Table2Name] 27: ( 28: [OtherColumnName1], 29: [OtherColumnName2] 30: ) 31: 32: -- Add indexes on columns that are often used for retrieval 33: CREATE INDEX IN_ColumnNames ON [dbo].[TableName] 34: ( 35: [ColumnName2], 36: [ColumnName3] 37: ) 38: 39: -- Add a check constraint 40: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) 41: END 42: 43: --=============================== 44: -- Add a new column to an existing table 45: --=============================== 46: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 47: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 48: BEGIN 49: ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) 50: 51: -- Add a description extended property to the column to specify what its purpose is. 52: EXEC sys.sp_addextendedproperty @name=N'MS_Description', 53: @value = N'Add column comments here, describing what this column is for.' , 54: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 55: @level1name = N'TableName', @level2type=N'COLUMN', 56: @level2name = N'ColumnName' 57: END 58: 59: --=============================== 60: -- Drop a table 61: --=============================== 62: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 63: BEGIN 64: DROP TABLE [dbo].[TableName] 65: END 66: 67: --=============================== 68: -- Drop a view 69: --=============================== 70: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') 71: BEGIN 72: DROP VIEW [dbo].[ViewName] 73: END 74: 75: --=============================== 76: -- Drop a column 77: --=============================== 78: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 79: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 80: BEGIN 81: 82: -- If the column has an extended property, drop it first. 83: IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', 84: N'TableName', N'COLUMN', N'ColumnName') 85: BEGIN 86: EXEC sys.sp_dropextendedproperty @name=N'MS_Description', 87: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 88: @level1name = N'TableName', @level2type=N'COLUMN', 89: @level2name = N'ColumnName' 90: END 91: 92: ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] 93: END 94: 95: --=============================== 96: -- Drop Primary key constraint 97: --=============================== 98: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' 99: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') 100: BEGIN 101: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] 102: END 103: 104: --=============================== 105: -- Drop Foreign key constraint 106: --=============================== 107: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' 108: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') 109: BEGIN 110: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] 111: END 112: 113: --=============================== 114: -- Drop Unique key constraint 115: --=============================== 116: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 117: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') 118: BEGIN 119: ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] 120: END 121: 122: --=============================== 123: -- Drop Check constraint 124: --=============================== 125: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' 126: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') 127: BEGIN 128: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] 129: END 130: 131: --=============================== 132: -- Drop a column's Default value constraint 133: --=============================== 134: DECLARE @ConstraintName VARCHAR(100) 135: SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id 136: WHERE s.xtype='d' AND c.cdefault=s.id 137: AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') 138: 139: IF @ConstraintName IS NOT NULL 140: BEGIN 141: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 142: END 143: 144: --=============================== 145: -- Example of how to drop dynamically named Unique constraint 146: --=============================== 147: DECLARE @ConstraintName VARCHAR(100) 148: SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS 149: WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 150: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') 151: 152: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 153: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) 154: BEGIN 155: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 156: END 157: 158: --=============================== 159: -- Check for and drop a temp table 160: --=============================== 161: IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName 162: 163: --=============================== 164: -- Drop a stored procedure 165: --=============================== 166: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND 167: ROUTINE_NAME = 'StoredProcedureName') 168: BEGIN 169: DROP PROCEDURE [dbo].[StoredProcedureName] 170: END 171: 172: --=============================== 173: -- Drop a UDF 174: --=============================== 175: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND 176: ROUTINE_NAME = 'UDFName') 177: BEGIN 178: DROP FUNCTION [dbo].[UDFName] 179: END 180: 181: --=============================== 182: -- Drop an Index 183: --=============================== 184: IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') 185: BEGIN 186: DROP INDEX TableName.IndexName 187: END 188: 189: --=============================== 190: -- Drop a Schema 191: --=============================== 192: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') 193: BEGIN 194: EXEC('DROP SCHEMA SchemaName') 195: END And here’s the same code, just not in the little code view window so that you don’t have to scroll it.--=============================== -- Create a new table and add keys and constraints --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN CREATE TABLE [dbo].[TableName]  ( [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) [ColumnName2] INT NULL, [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') ) -- Add the table's primary key ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED ( [ColumnName1],  [ColumnName2] ) -- Add a foreign key constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY ( [ColumnName1],  [ColumnName2] ) REFERENCES [dbo].[Table2Name]  ( [OtherColumnName1],  [OtherColumnName2] ) -- Add indexes on columns that are often used for retrieval CREATE INDEX IN_ColumnNames ON [dbo].[TableName] ( [ColumnName2], [ColumnName3] ) -- Add a check constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) END --=============================== -- Add a new column to an existing table --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) -- Add a description extended property to the column to specify what its purpose is. EXEC sys.sp_addextendedproperty @name=N'MS_Description',  @value = N'Add column comments here, describing what this column is for.' ,  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END --=============================== -- Drop a table --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN DROP TABLE [dbo].[TableName] END --=============================== -- Drop a view --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') BEGIN DROP VIEW [dbo].[ViewName] END --=============================== -- Drop a column --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN -- If the column has an extended property, drop it first. IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', N'TableName', N'COLUMN', N'ColumnName') BEGIN EXEC sys.sp_dropextendedproperty @name=N'MS_Description',  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] END --=============================== -- Drop Primary key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] END --=============================== -- Drop Foreign key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] END --=============================== -- Drop Unique key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') BEGIN ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] END --=============================== -- Drop Check constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] END --=============================== -- Drop a column's Default value constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id WHERE s.xtype='d' AND c.cdefault=s.id  AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') IF @ConstraintName IS NOT NULL BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Example of how to drop dynamically named Unique constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS  WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Check for and drop a temp table --=============================== IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName --=============================== -- Drop a stored procedure --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND ROUTINE_NAME = 'StoredProcedureName') BEGIN DROP PROCEDURE [dbo].[StoredProcedureName] END --=============================== -- Drop a UDF --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND  ROUTINE_NAME = 'UDFName') BEGIN DROP FUNCTION [dbo].[UDFName] END --=============================== -- Drop an Index --=============================== IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') BEGIN DROP INDEX TableName.IndexName END --=============================== -- Drop a Schema --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') BEGIN EXEC('DROP SCHEMA SchemaName') END

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  • Sorting the columns of an HTML table using JQuery

    - by nikolaosk
    In this post I will show you how easy is to sort the columns of an HTML table. I will use an external library,called Tablesorter which makes life so much easier for developers. ?here are other posts in my blog regarding JQuery.You can find them all here. You can find another post regarding HTML tables and JQuery here. We will demonstrate this with a step by step example. I will use Visual Studio 2012 Ultimate. You can also use Visual Studio 2012 Express Edition. You can also use VS 2010 editions.   1) Launch Visual Studio. Create an ASP.Net Empty Web application. Choose an appropriate name for your application. 2) Add a web form, default.aspx page to the application. 3) Add a table from the HTML controls tab control (from the Toolbox) on the default.aspx page 4) Now we need to download the JQuery library. Please visit the http://jquery.com/ and download the minified version.Then we need to download the Tablesorter JQuery plugin. Please donwload it, here. 5) We need to reference the JQuery library and the external JQuery Plugin. In the head section ? add the following lines.   <script src="jquery-1_8_2_min.js" type="text/javascript"></script>  <script src="jquery.tablesorter.js" type="text/javascript"></script>6) We need to type the HTML markup, the HTML table and its columns <body>    <form id="form1" runat="server">    <div>        <h1>Liverpool Legends</h1>        <table style="width: 50%;" border="1" cellpadding="10" cellspacing ="10" class="liverpool">            <thead>                <tr><th>Defenders</th><th>MidFielders</th><th>Strikers</th></tr>            </thead>            <tbody>            <tr>                <td>Alan Hansen</td>                <td>Graeme Souness</td>                <td>Ian Rush</td>            </tr>            <tr>                <td>Alan Kennedy</td>                <td>Steven Gerrard</td>                <td>Michael Owen</td>            </tr>            <tr>                <td>Jamie Garragher</td>                <td>Kenny Dalglish</td>                <td>Robbie Fowler</td>            </tr>            <tr>                <td>Rob Jones</td>                <td>Xabi Alonso</td>                <td>Dirk Kuyt</td>            </tr>                </tbody>        </table>            </div>    </form></body> 7) Inside the head section we also write the simple JQuery code.   <script type="text/javascript"> $(document).ready(function() { $('.liverpool').tablesorter(); }); </script> 8) Run your application.This is how the HTML table looks before the table is sorted on the basis of the selected column.   9) Now I will click on the Midfielders header.Have a look at the picture below  Tablesorter is an excellent JQuery plugin that makes sorting HTML tables a piece of cake. Hope it helps!!!

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  • General Purpose ASP.NET Data Source Control

    - by Ricardo Peres
    OK, you already know about the ObjectDataSource control, so what’s wrong with it? Well, for once, it doesn’t pass any context to the SelectMethod, you only get the parameters supplied on the SelectParameters plus the desired ordering, starting page and maximum number of rows to display. Also, you must have two separate methods, one for actually retrieving the data, and the other for getting the total number of records (SelectCountMethod). Finally, you don’t get a chance to alter the supplied data before you bind it to the target control. I wanted something simple to use, and more similar to ASP.NET 4.5, where you can have the select method on the page itself, so I came up with CustomDataSource. Here’s how to use it (I chose a GridView, but it works equally well with any regular data-bound control): 1: <web:CustomDataSourceControl runat="server" ID="datasource" PageSize="10" OnData="OnData" /> 2: <asp:GridView runat="server" ID="grid" DataSourceID="datasource" DataKeyNames="Id" PageSize="10" AllowPaging="true" AllowSorting="true" /> The OnData event handler receives a DataEventArgs instance, which contains some properties that describe the desired paging location and size, and it’s where you return the data plus the total record count. Here’s a quick example: 1: protected void OnData(object sender, DataEventArgs e) 2: { 3: //just return some data 4: var data = Enumerable.Range(e.StartRowIndex, e.PageSize).Select(x => new { Id = x, Value = x.ToString(), IsPair = ((x % 2) == 0) }); 5: e.Data = data; 6: //the total number of records 7: e.TotalRowCount = 100; 8: } Here’s the code for the DataEventArgs: 1: [Serializable] 2: public class DataEventArgs : EventArgs 3: { 4: public DataEventArgs(Int32 pageSize, Int32 startRowIndex, String sortExpression, IOrderedDictionary parameters) 5: { 6: this.PageSize = pageSize; 7: this.StartRowIndex = startRowIndex; 8: this.SortExpression = sortExpression; 9: this.Parameters = parameters; 10: } 11:  12: public IEnumerable Data 13: { 14: get; 15: set; 16: } 17:  18: public IOrderedDictionary Parameters 19: { 20: get; 21: private set; 22: } 23:  24: public String SortExpression 25: { 26: get; 27: private set; 28: } 29:  30: public Int32 StartRowIndex 31: { 32: get; 33: private set; 34: } 35:  36: public Int32 PageSize 37: { 38: get; 39: private set; 40: } 41:  42: public Int32 TotalRowCount 43: { 44: get; 45: set; 46: } 47: } As you can guess, the StartRowIndex and PageSize receive the starting row and the desired page size, where the page size comes from the PageSize property on the markup. There’s also a SortExpression, which gets passed the sorted-by column and direction (if descending) and a dictionary containing all the values coming from the SelectParameters collection, if any. All of these are read only, and it is your responsibility to fill in the Data and TotalRowCount. The code for the CustomDataSource is very simple: 1: [NonVisualControl] 2: public class CustomDataSourceControl : DataSourceControl 3: { 4: public CustomDataSourceControl() 5: { 6: this.SelectParameters = new ParameterCollection(); 7: } 8:  9: protected override DataSourceView GetView(String viewName) 10: { 11: return (new CustomDataSourceView(this, viewName)); 12: } 13:  14: internal void GetData(DataEventArgs args) 15: { 16: this.OnData(args); 17: } 18:  19: protected virtual void OnData(DataEventArgs args) 20: { 21: EventHandler<DataEventArgs> data = this.Data; 22:  23: if (data != null) 24: { 25: data(this, args); 26: } 27: } 28:  29: [Browsable(false)] 30: [DesignerSerializationVisibility(DesignerSerializationVisibility.Visible)] 31: [PersistenceMode(PersistenceMode.InnerProperty)] 32: public ParameterCollection SelectParameters 33: { 34: get; 35: private set; 36: } 37:  38: public event EventHandler<DataEventArgs> Data; 39:  40: public Int32 PageSize 41: { 42: get; 43: set; 44: } 45: } Also, the code for the accompanying internal – as there is no need to use it from outside of its declaring assembly - data source view: 1: sealed class CustomDataSourceView : DataSourceView 2: { 3: private readonly CustomDataSourceControl dataSourceControl = null; 4:  5: public CustomDataSourceView(CustomDataSourceControl dataSourceControl, String viewName) : base(dataSourceControl, viewName) 6: { 7: this.dataSourceControl = dataSourceControl; 8: } 9:  10: public override Boolean CanPage 11: { 12: get 13: { 14: return (true); 15: } 16: } 17:  18: public override Boolean CanRetrieveTotalRowCount 19: { 20: get 21: { 22: return (true); 23: } 24: } 25:  26: public override Boolean CanSort 27: { 28: get 29: { 30: return (true); 31: } 32: } 33:  34: protected override IEnumerable ExecuteSelect(DataSourceSelectArguments arguments) 35: { 36: IOrderedDictionary parameters = this.dataSourceControl.SelectParameters.GetValues(HttpContext.Current, this.dataSourceControl); 37: DataEventArgs args = new DataEventArgs(this.dataSourceControl.PageSize, arguments.StartRowIndex, arguments.SortExpression, parameters); 38:  39: this.dataSourceControl.GetData(args); 40:  41: arguments.TotalRowCount = args.TotalRowCount; 42: arguments.MaximumRows = this.dataSourceControl.PageSize; 43: arguments.AddSupportedCapabilities(DataSourceCapabilities.Page | DataSourceCapabilities.Sort | DataSourceCapabilities.RetrieveTotalRowCount); 44: arguments.RetrieveTotalRowCount = true; 45:  46: if (!(args.Data is ICollection)) 47: { 48: return (args.Data.OfType<Object>().ToList()); 49: } 50: else 51: { 52: return (args.Data); 53: } 54: } 55: } As always, looking forward to hearing from you!

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Agile Like Jazz

    - by Jeff Certain
    (I’ve been sitting on this for a week or so now, thinking that it needed to be tightened up a bit to make it less rambling. Since that’s clearly not going to happen, reader beware!) I had the privilege of spending around 90 minutes last night sitting and listening to Sonny Rollins play a concert at the Disney Center in LA. If you don’t know who Sonny Rollins is, I don’t know how to explain the experience; if you know who he is, I don’t need to. Suffice it to say that he has been recording professionally for over 50 years, and helped create an entire genre of music. A true master by any definition. One of the most intriguing aspects of a concert like this, however, is watching the master step aside and let the rest of the musicians play. Not just play their parts, but really play… letting them take over the spotlight, to strut their stuff, to soak up enthusiastic applause from the crowd. Maybe a lot of it has to do with the fact that Sonny Rollins has been doing this for more than a half-century. Maybe it has something to do with a kind of patience you learn when you’re on the far side of 80 – and the man can still blow a mean sax for 90 minutes without stopping! Maybe it has to do with the fact that he was out there for the love of the music and the love of the show, not because he had anything to prove to anyone and, I like to think, not for the money. Perhaps it had more to do with the fact that, when you’re at that level of mastery, the other musicians are going to be good. Really good. Whatever the reasons, there was a incredible freedom on that stage – the ability to improvise, for each musician to showcase their own specialization and skills, and them come back to the common theme, back to being on the same page, as it were. All this took place in the same venue that is home to the L.A. Phil. Somehow, I can’t ever see the same kind of free-wheeling improvisation happening in that context. And, since I’m a geek, I started thinking about agility. Rollins has put together a quintet that reflects his own particular style and past. No upright bass or piano for Rollins – drums, bongos, electric guitar and bass guitar along with his sax. It’s not about the mix of instruments. Other trios, quartets, and sextets use different mixes of instruments. New Orleans jazz tends towards trombones instead of sax; some prefer cornet or trumpet. But no matter what the choice of instruments, size matters. Team sizes are something I’ve been thinking about for a while. We’re on a quest to rethink how our teams are organized. They just feel too big, too unwieldy. In fact, they really don’t feel like teams at all. Most of the time, they feel more like collections or people who happen to report to the same manager. I attribute this to a couple factors. One is over-specialization; we have a tendency to have people work in silos. Although the teams are product-focused, within them our developers are both generalists and specialists. On the one hand, we expect them to be able to build an entire vertical slice of the application; on the other hand, each developer tends to be responsible for the vertical slice. As a result, developers often work on their own piece of the puzzle, in isolation. This sort of feels like working on a jigsaw in a group – each person taking a set of colors and piecing them together to reveal a portion of the overall picture. But what inevitably happens when you go to meld all those pieces together? Inevitably, you have some sections that are too big to move easily. These sections end up falling apart under their own weight as you try to move them. Not only that, but there are other challenges – figuring out where that section fits, and how to tie it into the rest of the puzzle. Often, this is when you find a few pieces need to be added – these pieces are “glue,” if you will. The other issue that arises is due to the overhead of maintaining communications in a team. My mother, who worked in IT for around 30 years, once told me that 20% per team member is a good rule of thumb for maintaining communication. While this is a rule of thumb, it seems to imply that any team over about 6 people is going to become less agile simple because of the communications burden. Teams of ten or twelve seem like they fall into the philharmonic organizational model. Complicated pieces of music requiring dozens of players to all be on the same page requires a much different model than the jazz quintet. There’s much less room for improvisation, originality or freedom. (There are probably orchestral musicians who will take exception to this characterization; I’m calling it like I see it from the cheap seats.) And, there’s one guy up front who is running the show, whose job is to keep all of those dozens of players on the same page, to facilitate communications. Somehow, the orchestral model doesn’t feel much like a self-organizing team, either. The first violin may be the best violinist in the orchestra, but they don’t get to perform free-wheeling solos. I’ve never heard of an orchestra getting together for a jam session. But I have heard of teams that organize their work based on the developers available, rather than organizing the developers based on the work required. I have heard of teams where desired functionality is deferred – or worse yet, schedules are missed – because one critical person doesn’t have any bandwidth available. I’ve heard of teams where people simply don’t have the big picture, because there is too much communication overhead for everyone to be aware of everything that is happening on a project. I once heard Paul Rayner say something to the effect of “you have a process that is perfectly designed to give you exactly the results you have.” Given a choice, I want a process that’s much more like jazz than orchestral music. I want a process that doesn’t burden me with lots of forms and checkboxes and stuff. Give me the simplest, most lightweight process that will work – and a smaller team of the best developers I can find. This seems like the kind of process that will get the kind of result I want to be part of.

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • CodePlex Daily Summary for Monday, July 15, 2013

    CodePlex Daily Summary for Monday, July 15, 2013Popular ReleasesMVC Forum: MVC Forum v1.0: Finally version 1.0 is here! We have been fixing a few bugs, and making sure the release is as stable as possible. We have also changed the way configuration of the application works, mostly how to add your own code or replace some of the standard code with your own. If you download and use our software, please give us some sort of feedback, good or bad!SharePoint 2013 TypeScript Definitions: Release 1.1: TypeScript 0.9 support SharePoint TypeScript Definitions are now compliant with the new version of TypeScript TypeScript generics are now used for defining collection classes (derivatives of SP.ClientCollection object) Improved coverage Added mQuery definitions (m$) Added SPClientAutoFill definitions SP.Utilities namespace is now fully covered SP.UI modal dialog definitions improved CSR definitions improved, added some missing methods and context properties, mostly related to list ...GoAgent GUI: GoAgent GUI ??? 1.0.0: ????GoAgent GUI????,???????????.Net Framework 4.0 ???????: Windows 8 x64 Windows 8 x86 Windows 7 x64 Windows 7 x86 ???????: Windows 8.1 Preview (x86/x64) ???????: Windows XP ????: ????????GoAgent????,????????,?????????????,???????????????????,??????????,????。PiGraph: PiGraph 2.0.8.13: C?p nh?t:Các l?i dã s?a: S?a l?i không nh?p du?c s? âm. L?i tabindex trong giao di?n Thêm hàm Các l?i chua kh?c ph?c: L?i ghi chú nh?p nháy màu. L?i khung ghi chú vu?t ra kh?i biên khi luu file. Luu ý:N?u không kh?i d?ng duoc chuong trình, b?n nên c?p nh?t driver card d? h?a phiên b?n m?i nh?t: AMD Graphics Drivers NVIDIA Driver Xem yêu c?u h? th?ngD3D9Client: D3D9Client R12 for Orbiter Beta: D3D9Client release for orbiter BetaVidCoder: 1.4.23: New in 1.4.23 Added French translation. Fixed non-x264 video encoders not sticking in video tab. New in 1.4 Updated HandBrake core to 0.9.9 Blu-ray subtitle (PGS) support Additional framerates: 30, 50, 59.94, 60 Additional sample rates: 8, 11.025, 12 and 16 kHz Additional higher bitrates for audio Same as Source Constant Framerate 24-bit FLAC encoding Added Windows Phone 8 and Apple TV 3 presets Introduced process isolation for encodes. Now if HandBrake crashes, VidCoder will ...Project Server 2013 Event Handler Admin Tool: PSI Event Admin Tool: Download & exract the File. Use LoggerAdmin to upload the event handlers in project server 2013. PSIEventLogger\LoggerAdmin\bin\DebugGherkin editor: Gherkin Editor Beta 2: Fix issue #7 and add some refactoring and code cleanupNew-NuGetPackage PowerShell Script: New-NuGetPackage.ps1 PowerShell Script v1.2: Show nuget gallery to push to when prompting user if they want to push their package.Site Templates By Steve: SharePoint 2010 CORE Site Theme By Steve WSP: Great Site Theme to start with from Steve. See project home page for install instructions. This is a nice centered, mega-menu, fixed width masterpage with styles. Remember to update the mega menu lists.SharePoint Solution Installer: SharePoint Solution Installer V1.2.8: setup2013.exe now supports CompatibilityLevel to target specific hive Use setup.exe for SP2007 & SP2010. Use setup2013.exe for SP2013.TBox - tool to make developer's life easier.: TBox 1.021: 1)Add console unit tests runner, to run unit tests in parallel from console. Also this new sub tool can save valid xml nunit report. It can help you in continuous integration. 2)Fix build scripts.LifeInSharepoint Modern UI Update: Version 2: Some minor improvements, including Audience Targeting support for quick launch links. Also removing all NextDocs references.Virtual Photonics: VTS MATLAB Package 1.0.13 Beta: This is the beta release of the MATLAB package with examples of using the VTS libraries within MATLAB. Changes for this release: Added two new examples to vts_solver_demo.m that: 1) generates and plots R(lambda) at a given rho, and chromophore concentrations assuming a power law for scattering, and 2) solves inverse problem for R(lambda) at given rho. This example solves for concentrations of HbO2, Hb and H20 given simulated measurements created using Nurbs scaled Monte Carlo and inverted u...Advanced Resource Tab for Blend: Advanced Resource Tab: This is the first alpha release of the advanced resource tab for Blend for Visual Studio 2012.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.96: Fix for issue #19957: EXE should output the name of the file(s) being minified. Discussion #449181: throw a Sev-2 warning when trailing commas are detected on an Array literal. Perfectly legal to do so, but the behavior ends up working differently on different browsers, so throw a cross-browser warning. Add a few more known global names for improved ES6 compatibility update Nuget package to version 2.5 and automatically add the AjaxMin.targets to your project when you update the package...Outlook 2013 Add-In: Categories and Colors: This new version has a major change in the drawing of the list items: - Using owner drawn code to format the appointments using GDI (some flickering may occur, but it looks a little bit better IMHO, with separate sections). - Added category color support (if more than one category, only one color will be shown). Here, the colors Outlook uses are slightly different than the ones available in System.Drawing, so I did a first approach matching. ;-) - Added appointment status support (to show fr...Columbus Remote Desktop: 2.0 Sapphire: Added configuration settings Added update notifications Added ability to disable GPU acceleration Fixed connection bugsLINQ to Twitter: LINQ to Twitter v2.1.07: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.DotNetNuke® Community Edition CMS: 06.02.08: Major Highlights Fixed issue where the application throws an Unhandled Error and an HTTP Response Code of 200 when the connection to the database is lost. Security FixesNone Updated Modules/Providers ModulesNone ProvidersNoneNew Projects[.Net Intl] harroc_c;mallar_a;olouso_f: The goal of this project is to create a web crawler and a web front who allows you to search in your index. You will create a mini (or large!) search engine basButterfly Storage: Butterfly Storage is a data access technology based on object-oriented database model for Windows Store applications.KaveCompany: KaveCompleave that girl alone: a team project!MyClrProfiler: This project helps you learn about and develop your own CLR profiler.NETDeob: Deobfuscate obfuscated .NET files easilyProgram stomatologie: SummarySimple Graph Library: Simple portable class library for graphs data structures. .NET, Silverlight 4/5, Windows Phone, Windows RT, Xbox 360T6502 Emulator: T6502 is a 6502 emulator written in TypeScript using AngularJS. The goal is well-organized, readable code over performance.WP8 File Access Webserver: C# HTTP server and web application on Windows Phone 8. Implements file access, browsing and downloading.wpadk: wpadk????wp7?????? ?????????,?????、SDK、wpadk?????????????。??????????????????。??????????????????,????wpadk?????????????????????????????????????。xlmUnit: xlmUnit, Unit Testing

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  • How to Recover From a Virus Infection: 3 Things You Need to Do

    - by Chris Hoffman
    If your computer becomes infected with a virus or another piece of malware, removing the malware from your computer is only the first step. There’s more you need to do to ensure you’re secure. Note that not every antivirus alert is an actual infection. If your antivirus program catches a virus before it ever gets a chance to run on your computer, you’re safe. If it catches the malware later, you have a bigger problem. Change Your Passwords You’ve probably used your computer to log into your email, online banking websites, and other important accounts. Assuming you had malware on your computer, the malware could have logged your passwords and uploaded them to a malicious third party. With just your email account, the third party could reset your passwords on other websites and gain access to almost any of your online accounts. To prevent this, you’ll want to change the passwords for your important accounts — email, online banking, and whatever other important accounts you’ve logged into from the infected computer. You should probably use another computer that you know is clean to change the passwords, just to be safe. When changing your passwords, consider using a password manager to keep track of strong, unique passwords and two-factor authentication to prevent people from logging into your important accounts even if they know your password. This will help protect you in the future. Ensure the Malware Is Actually Removed Once malware gets access to your computer and starts running, it has the ability to do many more nasty things to your computer. For example, some malware may install rootkit software and attempt to hide itself from the system. Many types of Trojans also “open the floodgates” after they’re running, downloading many different types of malware from malicious web servers to the local system. In other words, if your computer was infected, you’ll want to take extra precautions. You shouldn’t assume it’s clean just because your antivirus removed what it found. It’s probably a good idea to scan your computer with multiple antivirus products to ensure maximum detection. You may also want to run a bootable antivirus program, which runs outside of Windows. Such bootable antivirus programs will be able to detect rootkits that hide themselves from Windows and even the software running within Windows. avast! offers the ability to quickly create a bootable CD or USB drive for scanning, as do many other antivirus programs. You may also want to reinstall Windows (or use the Refresh feature on Windows 8) to get your computer back to a clean state. This is more time-consuming, especially if you don’t have good backups and can’t get back up and running quickly, but this is the only way you can have 100% confidence that your Windows system isn’t infected. It’s all a matter of how paranoid you want to be. Figure Out How the Malware Arrived If your computer became infected, the malware must have arrived somehow. You’ll want to examine your computer’s security and your habits to prevent more malware from slipping through in the same way. Windows is complex. For example, there are over 50 different types of potentially dangerous file extensions that can contain malware to keep track of. We’ve tried to cover many of the most important security practices you should be following, but here are some of the more important questions to ask: Are you using an antivirus? – If you don’t have an antivirus installed, you should. If you have Microsoft Security Essentials (known as Windows Defender on Windows 8), you may want to switch to a different antivirus like the free version of avast!. Microsoft’s antivirus product has been doing very poorly in tests. Do you have Java installed? – Java is a huge source of security problems. The majority of computers on the Internet have an out-of-date, vulnerable version of Java installed, which would allow malicious websites to install malware on your computer. If you have Java installed, uninstall it. If you actually need Java for something (like Minecraft), at least disable the Java browser plugin. If you’re not sure whether you need Java, you probably don’t. Are any browser plugins out-of-date? – Visit Mozilla’s Plugin Check website (yes, it also works in other browsers, not just Firefox) and see if you have any critically vulnerable plugins installed. If you do, ensure you update them — or uninstall them. You probably don’t need older plugins like QuickTime or RealPlayer installed on your computer, although Flash is still widely used. Are your web browser and operating system set to automatically update? – You should be installing updates for Windows via Windows Update when they appear. Modern web browsers are set to automatically update, so they should be fine — unless you went out of your way to disable automatic updates. Using out-of-date web browsers and Windows versions is dangerous. Are you being careful about what you run? – Watch out when downloading software to ensure you don’t accidentally click sketchy advertisements and download harmful software. Avoid pirated software that may be full of malware. Don’t run programs from email attachments. Be careful about what you run and where you get it from in general. If you can’t figure out how the malware arrived because everything looks okay, there’s not much more you can do. Just try to follow proper security practices. You may also want to keep an extra-close eye on your credit card statement for a while if you did any online-shopping recently. As so much malware is now related to organized crime, credit card numbers are a popular target.     

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