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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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  • Port numbers in Visual Studio projects and IIS

    - by aspdotnetuser
    I have a few questions about localhost and port numbers as this is an area where I do not have a lot of knowledge, and because I recently had to work with setting up Visual Studio projects and IIS and there are things I'm not clear on. I have the following questions on the things I find confusing. I thought it made more sense to include them all in one question instead of making separate questions. I have noticed a random port number is generated with projects I have worked on in the past, but I recently saw a project where the port number was fixed. What is the purpose of having a fixed/default localhost port number? i.e is it particularly useful on projects that have many programmers working on the project? If a solution contains multiple projects (for example, WCF services, Domain, MVC/Web pages), is it possible to setup a different localhost port for each of them? If so, what is the benefit of this? If a solution contains multiple projects and has different localhost urls/port numbers, must there be a corresponding website (and application pool) for each project in IIS? Or just for the project that contains the actual web pages?

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  • xorg-edgers PPA with llvmpipe breaks AMD APU system

    - by linux_RRT
    I've read before where this had happened to another user with the same system... I was running Ubuntu 12.04 LTS with Kernel 3.2.0.29 and decided to give xorg-edgers a try. I purged fglrx* and xorg* before beginning. I upgraded with sudo apt-get upgrade -d The system downloaded and installed 109MB worth of data to the system, including llvmpipe which I am very unfamiliar with, and Kernel 3.5.0.11. The system was then rebooted to finalize the upgrade. The system boots to a black screen and then tells me "The system is running in low-graphics mode". Did I miss a step in the install? Or do the newest open-source drivers just not work with my hardware? I realize this hardware (APU) is some of the newer development. I dropped to command via the fallback menu and attempted to boot lightdm as root, but the system hangs in 'Configuring kernel parameters' at Starting initializes zram swaping. ...and then it just sits there. The other thing that concerns me is the output at the top of the screen that says: could not write bytes: Broken pipe Does llvmpipe work for this type of system? To be clear the system is: MSI x370-206us Laptop Radeon HD 6320 AMD e450 APU 1.67ghz dual-core Any help would be much appreciated. Like I said, I'm pretty sure I followed the right order of operations for the install procedure, but I was curious if anyone with similar hardware had experienced anything similar.

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Ubuntu 13.04 alongside Windows 8 - How to partition from Windows

    - by mengelkoch
    I plan to install Ubuntu 13.04 alongside Windows 8, and I'm looking for a CLEAR answer on how to conduct partitioning appropriately. I'm very new to all of this so a thorough explanation with minimal jargon would be great. I have an Acer Aspire M5 x64 with 6G RAM. I think I already figured out how to deal with the fast startup, UEFI and SecureBoot issues (I disabled fast startup and disabled Secure Boot). I am able to boot into Ubuntu from a LiveUSB, and I think I am ready to install Ubuntu. Note - despite some advice found here, I do have to disable SecureBoot to boot 13.04 from my LiveUSB. From what I have read here, it seems that I should (at least at first) create the partitions from WITHIN Windows 8, not from the LiveUSB, to avoid reported problems. I have run compmgmt.msc and I see the existing partitions. I see the following: Disk 0: 400 MB Recovery; 300 MB EFI System; Acer (C:) 444.95 GB (Boot, Page File, Crash Dump, Primary Partition); 20 GB Recovery Disk 1: 3.74 GB Primary Partition; 14.90 GB Primary Partition I gather I need to create a mounting point '/' Partition (??), a swap partition, and a home partition. Please explain what these are, how big they should be, how I create them from Windows Disk Management, and anything else I need to know. Eventually, I plan to fully replace Windows 8 with Ubuntu, but for now I want to run alongside Windows 8 and not screw things up. I don't have any critical files saved on this computer yet. Thanks.

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  • Explicitly pass context object versus injecting with IoC

    - by SonOfPirate
    I have a layered service application where the service layer delegates operations into the domain layer for execution. Many of these operations need to know the context under which they are operation. (The context included the identity of the current user, culture information, etc. received from the caller.) For example, I have an API method that returns a list of announcements. The list is based on the current user's role and each announcement is localized to their culture. The API is a thin-facade that delegates to an Application Service in my domain layer. The Application Service method obviously needs to know the context of the current request/operation as another call to the same API from another user should result in a different list. Within this method, we also have logging that uses some of the context information so we a clear understanding of the context when the operation was performed (this is especially useful if something goes wrong.) While this is a contrived example, in the real world, my Application Services will coordinate operations with many collaborative components, any number of them also needing the context information. My choice is to pass the context to the Application Service which would then pass it with any calls to collaborators or have the IoC container satisfy the dependency the Application Service and any collaborators have on the context. I am wondering if it is considered good/bad, best practices/code smell, etc. if I pass the context object as a parameter to the domain methods or if injecting the context via an IoC container is preferred. (EDIT: I should mention that the context object is instantiated per-request.)

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • Are your personal insecurities screwing up your internal communications?

    - by Lucy Boyes
    I do some internal comms as part of my job. Quite a lot of it involves talking to people about stuff. I’m spending the next couple of weeks talking to lots of people about internal comms itself, because we haven’t done a lot of audience/user feedback gathering, and it turns out that if you talk to people about how they feel and what they think, you get some pretty interesting insights (and an idea of what to do next that isn’t just based on guesswork and generalising from self). Three things keep coming up from talking to people about what we suck at  in terms of internal comms. And, as far as I can tell, they’re all examples where personal insecurity on the part of the person doing the communicating makes the experience much worse for the people on the receiving end. 1. Spending time telling people how you’re going to do something, not what you’re doing and why Imagine you’ve got to give an update to a lot of people who don’t work in your area or department but do have an interest in what you’re doing (either because they want to know because they’re curious or because they need to know because it’s going to affect their work too). You don’t want to look bad at your job. You want to make them think you’ve got it covered – ideally because you do*. And you want to reassure them that there’s lots of exciting work going on in your area to make [insert thing of choice] happen to [insert thing of choice] so that [insert group of people] will be happy. That’s great! You’re doing a good job and you want to tell people about it. This is good comms stuff right here. However, you’re slightly afraid you might secretly be stupid or lazy or incompetent. And you’re exponentially more afraid that the people you’re talking to might think you’re stupid or lazy or incompetent. Or pointless. Or not-adding-value. Or whatever the thing that’s the worst possible thing to be in your company is. So you open by mentioning all the stuff you’re going to do, spending five minutes or so making sure that everyone knows that you’re DOING lots of STUFF. And the you talk for the rest of the time about HOW you’re going to do the stuff, because that way everyone will know that you’ve thought about this really hard and done tons of planning and had lots of great ideas about process and that you’ve got this one down. That’s the stuff you’ve got to say, right? To prove you’re not fundamentally worthless as a human being? Well, maybe. But probably not. See, the people who need to know how you’re going to do the stuff are the people doing the stuff. And those are the people in your area who you’ve (hopefully-please-for-the-love-of-everything-holy) already talked to in depth about how you’re going to do the thing (because else how could they help do it?). They are the only people who need to know the how**. It’s the difference between strategy and tactics. The people outside of your bubble of stuff-doing need to know the strategy – what it is that you’re doing, why, where you’re going with it, etc. The people on the ground with you need the strategy and the tactics, because else they won’t know how to do the stuff. But the outside people don’t really need the tactics at all. Don’t bother with the how unless your audience needs it. They probably don’t. It might make you feel better about yourself, but it’s much more likely that Bob and Jane are thinking about how long this meeting has gone on for already than how personally impressive and definitely-not-an-idiot you are for knowing how you’re going to do some work. Feeling marginally better about yourself (but, let’s face it, still insecure as heck) is not worth the cost, which in this case is the alienation of your audience. 2. Talking for too long about stuff This is kinda the same problem as the previous problem, only much less specific, and I’ve more or less covered why it’s bad already. Basic motivation: to make people think you’re not an idiot. What you do: talk for a very long time about what you’re doing so as to make it sound like you know what you’re doing and lots about it. What your audience wants: the shortest meaningful update. Some of this is a kill your darlings problem – the stuff you’re doing that seems really nifty to you seems really nifty to you, and thus you want to share it with everyone to show that you’re a smart person who thinks up nifty things to do. The downside to this is that it’s mostly only interesting to you – if other people don’t need to know, they likely also don’t care. Think about how you feel when someone is talking a lot to you about a lot of stuff that they’re doing which is at best tangentially interesting and/or relevant. You’re probably not thinking that they’re really smart and clearly know what they’re doing (unless they’re talking a lot and being really engaging about it, which is not the same as talking a lot). You’re probably thinking about something totally unrelated to the thing they’re talking about. Or the fact that you’re bored. You might even – and this is the opposite of what they’re hoping to achieve by talking a lot about stuff – be thinking they’re kind of an idiot. There’s another huge advantage to paring down what you’re trying to say to the barest possible points – it clarifies your thinking. The lightning talk format, as well as other formats which limit the time and/or number of slides you have to say a thing, are really good for doing this. It’s incredibly likely that your audience in this case (the people who need to know some things about your thing but not all the things about your thing) will get everything they need to know from five minutes of you talking about it, especially if trying to condense ALL THE THINGS into a five-minute talk has helped you get clear in your own mind what you’re doing, what you’re trying to say about what you’re doing and why you’re doing it. The bonus of this is that by being clear in your thoughts and in what you say, and in not taking up lots of people’s time to tell them stuff they don’t really need to know, you actually come across as much, much smarter than the person who talks for half an hour or more about things that are semi-relevant at best. 3. Waiting until you’ve got every detail sorted before announcing a big change to the people affected by it This is the worst crime on the list. It’s also human nature. Announcing uncertainty – that something important is going to happen (big reorganisation, product getting canned, etc.) but you’re not quite sure what or when or how yet – is scary. There are risks to it. Uncertainty makes people anxious. It might even paralyse them. You can’t run a business while you’re figuring out what to do if you’ve paralysed everyone with fear over what the future might bring. And you’re scared that they might think you’re not the right person to be in charge of [thing] if you don’t even know what you’re doing with it. Best not to say anything until you know exactly what’s going to happen and you can reassure them all, right? Nope. The people who are going to be affected by whatever it is that you don’t quite know all the details of yet aren’t stupid***. You wouldn’t have hired them if they were. They know something’s up because you’ve got your guilty face on and you keep pulling people into meeting rooms and looking vaguely worried. Here’s the deal: it’s a lot less stressful for everyone (including you) if you’re up front from the beginning. We took this approach during a recent company-wide reorganisation and got really positive feedback. People would much, much rather be told that something is going to happen but you’re not entirely sure what it is yet than have you wait until it’s all fixed up and then fait accompli the heck out of them. They will tell you this themselves if you ask them. And here’s why: by waiting until you know exactly what’s going on to communicate, you remove any agency that the people that the thing is going to happen to might otherwise have had. I know you’re scared that they might get scared – and that’s natural and kind of admirable – but it’s also patronising and infantilising. Ask someone whether they’d rather work on a project which has an openly uncertain future from the beginning, or one where everything’s great until it gets shut down with no forewarning, and very few people are going to tell you they’d prefer the latter. Uncertainty is humanising. It’s you admitting that you don’t have all the answers, which is great, because no one does. It allows you to be consultative – you can actually ask other people what they think and how they feel and what they’d like to do and what they think you should do, and they’ll thank you for it and feel listened to and respected as people and colleagues. Which is a really good reason to start talking to them about what’s going on as soon as you know something’s going on yourself. All of the above assumes you actually care about talking to the people who work with you and for you, and that you’d like to do the right thing by them. If that’s not the case, you can cheerfully disregard the advice here, but if it is, you might want to think about the ways above – and the inevitable countless other ways – that making internal communication about you and not about your audience could actually be doing the people you’re trying to communicate with a huge disservice. So take a deep breath and talk. For five minutes or so. About the important things. Not the other things. As soon as you possibly can. And you’ll be fine.   *Of course you do. You’re good at your job. Don’t worry. **This might not always be true, but it is most of the time. Other people who need to know the how will either be people who you’ve already identified as needing-to-know and thus part of the same set as the people in you’re area you’ve already discussed this with, or else they’ll ask you. But don’t bring this stuff up unless someone asks for it, because most of the people in the audience really don’t care and you’re wasting their time. ***I mean, they might be. But let’s give them the benefit of the doubt and assume they’re not.

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  • How To Change Attachment Size in WorkItems in TFS 2010

    - by Ravi
    Recently, I came across an issue where I had to change the size limit for WorkItem Attachments in TFS 2010. I searched all around the internet only to find very little information around it which wasn’t clear honestly. So after breaking my head for sometime, I was successful in doing it. Here are my conclusions and the procedure to do it. 1. You DON’T 'have to' programmatically change it. You can do it directly from IIS webservices. 2. You CAN change it programmatically too, by making an entry into TFS Registry using a small piece of code. Let me show you how it is done from IIS. This is to change the size of attachment to your required value for workItems in TFS 2010 for each collection individually. You must be a TFS Admin to do this ( Login with setup account ) Browse to /WorkItemTracking/v1.0/ConfigurationSettingsService.asmx">/WorkItemTracking/v1.0/ConfigurationSettingsService.asmx">/WorkItemTracking/v1.0/ConfigurationSettingsService.asmx">http://localhost:8080/tfs/<YOUR-COLLECTION-NAME>/WorkItemTracking/v1.0/ConfigurationSettingsService.asmx You’ll see 3 asmx services – GetMaxAttachmentSize, GetWorkItemTrackingVersion and SetMaxAttachmentSize. 4. To know what is the current value of the maximum attachment size for a collection, click on the first service and you’ll the current existing value for this particular collection when you click on ‘invoke’ button. ( value is in bytes ) 5. Now click on the ‘SetMaxAttachmentSize’ webservice and fill in the value of your choice. 6. Reset IIS ( not required honestly, but I did it, just to be sure ) 7. Now try attaching a file greater than the size you’ve set. It’ll fail successfully   Below is the error which you’d see in such scenarios. Let me know if you see any issues & I’ll be happy to help..!

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  • Handling Types for Real and Complex Matrices in a BLAS Wrapper

    - by mga
    I come from a C background and I'm now learning OOP with C++. As an exercise (so please don't just say "this already exists"), I want to implement a wrapper for BLAS that will let the user write matrix algebra in an intuitive way (e.g. similar to MATLAB) e.g.: A = B*C*D.Inverse() + E.Transpose(); My problem is how to go about dealing with real (R) and complex (C) matrices, because of C++'s "curse" of letting you do the same thing in N different ways. I do have a clear idea of what it should look like to the user: s/he should be able to define the two separately, but operations would return a type depending on the types of the operands (R*R = R, C*C = C, R*C = C*R = C). Additionally R can be cast into C and vice versa (just by setting the imaginary parts to 0). I have considered the following options: As a real number is a special case of a complex number, inherit CMatrix from RMatrix. I quickly dismissed this as the two would have to return different types for the same getter function. Inherit RMatrix and CMatrix from Matrix. However, I can't really think of any common code that would go into Matrix (because of the different return types). Templates. Declare Matrix<T> and declare the getter function as T Get(int i, int j), and operator functions as Matrix *(Matrix RHS). Then specialize Matrix<double> and Matrix<complex>, and overload the functions. Then I couldn't really see what I would gain with templates, so why not just define RMatrix and CMatrix separately from each other, and then overload functions as necessary? Although this last option makes sense to me, there's an annoying voice inside my head saying this is not elegant, because the two are clearly related. Perhaps I'm missing an appropriate design pattern? So I guess what I'm looking for is either absolution for doing this, or advice on how to do better.

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  • Java Embedded @ JavaOne Call for Papers

    - by arungupta
    Do you care about Internet of Things ? Interested in sharing your experience at javaOne about how you are using Java Embedded Technology to realize this vision ? At Java Embedded @ JavaOne, C-level executives, architects, business leaders, and decision makers from around the globe will come together to learn how Java Embedded technologies and solutions offer compelling value and a clear path forward to business efficiency and agility. The conference will feature dedicated business-focused content from Oracle discussing how Java Embedded delivers a secure, optimized environment ideal for multiple network-based devices, as well as meaningful industry-focused sessions from peers who are already successfully utilizing Java Embedded. Submit your papers for Business Track or Technical Content related to Embedded Java to be presented at JavaOne here. Speakers for accepted sessions will receive a complimentary pass to the event for which their session is submitted. Note, the CFP for the main JavaOne conference is over, speakers notified, and content catalog published. This is CFP only for Java Embedded @ JavaOne. Some key dates are: Jul 8th: Call for Papers closes Week of Jul 29th: Notifications sent Conference Dates: Oct 3, 4, 2012 And the main conference website is oracle.com/javaone/embedded.

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  • The most mind-bending programming language? [closed]

    - by Xepoch
    From a reasonably common programming language, which do you find to be the most mind-bending? I have been listening to a lot of programming podcasts and taking some time to learn some new languages that are being considered upcoming, and important. I'm not necessarily talking about BrainFuck, but which language would you consider to be one that challenges the common programming paradigms? For me, I did some functional and logic (ex. Prolog) programming in the 90s, so can't say that I find anything special there. I am far from being an expert in it, but even today the most mind-bending programming language for me is Perl. Not because "Hello World" is hard to implement but rather there is so much lexical flexibility that some of the hardest solutions can be decomposed so poetically that I have to walk outside away from my terminal to clear my head. I'm not saying I'd likely sell a commercial software implementation, just that there is a distinct reason Perl is so (in)famous. Just look at the basic list of books on it. So, what is your mind-bending language that promotes your better programming and practices?

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  • Alternatives to Pessimistic Locking in Cluster Applications

    - by amphibient
    I am researching alternatives to database-level pessimistic locking to achieve transaction isolation in a cluster of Java applications going against the same database. Synchronizing concurrent access in the application tier is clearly not a solution in the present configuration because the same database transaction can be invoked from multiple JVMs concurrently. Currently, we are subject to occasional race conditions which, due to the optimistic locking we have in place via Hibernate, cause a StaleObjectStateException exception and data loss. I have a moderately large transaction within the scope of my refactoring project. Let's describe it as updating one top-level table row and then making various related inserts and/or updates to several of its child entities. I would like to insure exclusive access to the top-level table row and all of the children to be affected but I would like to stay away from pessimistic locking at the database level for performance reasons mostly. We use Hibernate for ORM. Does it make sense to start a single (perhaps synchronous) message queue application into which this method could be moved to insure synchronized access as opposed to each cluster node using its own, which is a clear race condition hazard? I am mentioning this approach even though I am not confident in it because both the top-level table row and its children could also be updated from other system calls, not just the mentioned transaction. So I am seeking to design a solution where the top-level table row and its children will all somehow be pseudo-locked (exclusive transaction isolation) but at the application and not the database level. I am open to ideas and suggestions, I understand this is not a very cut and dried challenge.

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  • Would You Swim Laps in Lake Baikal?

    - by rickramsey
    source This is the lake where Yuli Vasiliev's countrymen swim laps. Yuli is one of my favorite OTN writers not just because he really knows his stuff. Not just because his writing is clear and accurate. And not just because his English is better than the English of most native speakers. Yo, those are all good reasons. But it's the Lake Baikal thing. Yuli recently wrote two wicked good how-to's about Oracle VM Templates. You should read them. You might gain a gram of Yuli's respect. Two grams, if you can head butt icebergs while you swim. How to Use Oracle VM Templates How to prepare an Oracle VM environment to use Oracle VM Templates, how to obtain a template, and how to deploy the template to your Oracle VM environment. Also how to create a virtual machine based on that template and how you can clone the template and change the clone's configuration. How to Use Oracle VM VirtualBox Templates How to use Oracle VM VirtualBox Templates in Oracle VM VirtualBox. Similar to the article above, but it describes how to download, install, and configure the templates within Oracle VM VirtualBox, instead of on bare metal. Other OTN Technical Articles by Yuli Vasiliev Retrieving, Transforming, and Consolidating Web Data with Oracle Database Setting Up, Configuring, and Using a WebLogic Server Cluster Cube Development for Beginners How to XQuery Non-JDBC Sources from JDBC Advanced Dimensional Design with Oracle Warehouse Builder Using the JDBC Connectivity Layer in Oracle Warehouse Builder High Performance Oracle JDBC Programming Python Data Persistence with Oracle Querying JPA Entities with JPQL and Native SQL - Rick Website Newsletter Facebook Twitter

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  • Can Mailchimp APIs be used to send templated transaction email triggered by actions on my website?

    - by HenryW
    I am currently playing around with Mailchimp's APIs, but the documentation to me is not very clear. Here is what I actually want: Have the templates I created on Mailchimp, be visible on my own server. Assign each template I made to a specific action (logged in,subscribed, created order, or new password). This is functionality that I already tested with Mandrill, but the template exists on mandrill's account. If option 1 is not possible, can I still make my own template in my own environment, and send that template out over Mailchimp or Mandrill? Should I use Mailchimps services for this or send the email directly from my own server? Curent used function: function tep_mandrill_mail($to_name, $to_email_address, $email_subject, $email_text, $from_email_name, $from_email_address) { if (SEND_EMAILS != 'true') return false; $uri = 'https://mandrillapp.com/api/1.0/messages/send-template.json'; $postString = '{ "key": "xxxxxxxxxxx", "template_name": "sometemplatename", "template_content": [ { "name": "header", "content": "*|HEADERSTUFF|*" }, { "name": "main", "content": "*|CONTENTSTUFF|*" }, { "name": "footer", "content": "*|FOOTERSTUFF|*" } ], "message": { "subject": "'.$email_subject.'", "from_email": "'.$from_email_adress.'", "from_name": "'.$from_email_name.'", "to": [ { "email": "'.$to_email_address.'", "name": "'.$to_name.'" } ], "important": false, "track_opens": true, "merge": true, "merge_vars": [ { "rcpt": "'.$to_email_address.'", "vars": [ { "name": "HEADERSTUFF", "content": "'.$email_subject.'" }, { "name": "CONTENTSTUFF", "content": "'.$email_text.'" }, { "name": "FOOTERSTUFF", "content": "paulvale-foot" } ] } ], "tags": [ "password_forgotten" ] }, "async": false, "ip_pool": "Main Pool" }'; $ch = curl_init(); curl_setopt($ch, CURLOPT_URL, $uri); curl_setopt($ch, CURLOPT_FOLLOWLOCATION, true ); curl_setopt($ch, CURLOPT_RETURNTRANSFER, true ); curl_setopt($ch, CURLOPT_SSL_VERIFYPEER, false); curl_setopt($ch, CURLOPT_POST, true); curl_setopt($ch, CURLOPT_POSTFIELDS, $postString); curl_exec($ch); }

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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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  • Is there value in having new developers (graduates) start as testers / bug-fixers?

    - by Nico Huysamen
    Hi Programmers Community. What are your thoughts on the following: Is there value in having new developers (graduates) start as testers / bug-fixers? There are two schools of thought here that I have come across. Having new developers (graduates) start as testers / bug-fixers / doing SLA (Service Level Agreement) work, get's them familiar with the code base. It also allows them the opportunity to learn how to read [other people's] code. Further more, by fixing bugs, they will learn certain bad and good practices, which could hopefully help them in the future. The other way of thinking though, is that if you immediately start new developers on something like testing / bug-fixing / SLA work, their appetite for the development world might go away, and/or they might leave the company and you potentially loose out on a great future resource. Is there a balance that should be kept between these two? Currently where I work there is no clear-cut definition of what new starters do. Some go directly on to client work, while some fall in to the SLA world. Should companies have such a policy? Or should it be handled on a case-by-case or opportunity-based basis? Hope to hear from some of you that have experience in this field. Thanks!

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • What do you do to make sure you take proper/enough breaks, while avoiding unwanted side-effects of break taking?

    - by blueberryfields
    preamble It seems to me that computer programmers are one of a select few groups of people who actually take pleasure from sitting in front of computers for long periods of time. Most people in other professions actively dislike their time at computers, and do their best to avoid it (so, I assume, they don't have problems taking breaks). At least for me, having external cues for taking breaks, and clear instructions on what to do with each break (stretch, go for a walk, close my eyes, look into a distance of preferably a few km and focus on faraway objects, etc...), is a must. So far, I've just been making up the breaks and tools to get them as I go along, based on what looks to be low-specificity information found on the net (generic stuff ala ergonomics advice for office staff). This has led to all sorts of side effects - loss of attention as I get distracted if I walk around, breaks in flow with alarm clocks interrupting my thoughts, and people around me assuming I'm low on work due to the frequency of my walking around compared to everyone else. /preamble tl;dr Taking breaks is important My internal break taking system doesn't work, and ad-hoc ones have unwanted side effects What do you do to make sure you take proper breaks? How do you avoid unwanted side-effects, such as getting distracted or interrupting flow or giving your co-workers the impression you're spending a lot of time goofing off?

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  • How to Assure an Effective Data Model

    As a general rule in my opinion the effectiveness of a data model can be directly related to the accuracy and complexity of a project’s requirements. For example there is no need to work on very detailed data models when the details surrounding a specific data model have not been defined or even clarified. Developing data models when the clarity of project requirements is limited tends to introduce designed issues because the proper details to create an effective data model are not even known. One way to avoid this issue is to create data models that correspond to the complexity of the existing project requirements so that when requirements are updated then new data models can be created based any new discoveries regarding requirements on a fine grain level.  This allows for data models to be composed of general entities to be created initially when a project’s requirements are very vague and then the entities are refined as new and more substantial requirements are defined or redefined. This promotes communication amongst all stakeholders within a project as they go through the process of defining and finalizing project requirements.In addition, here are some general tips that can be applied to projects in regards to data modeling.Initially model all data generally and slowly reactor the data model as new requirements and business constraints are applied to a project.Ensure that data modelers have the proper tools and training they need to design a data model accurately.Create a common location for all project documents so that everyone will be able to review a project’s data models along with any other project documentation.All data models should follow a clear naming schema that tells readers the intended purpose for the data and how it is going to be applied within a project.

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  • How can I mark a pixel in the stencil buffer?

    - by János Turánszki
    I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on the stencil buffer value on the given position and some stencil operation. What I don't know is how would I mark a pixel in the stencil buffer with a specific value. For example I draw my scene and want to mark everything which is drawn with a specific material (this material could be looked up from a texture so ideally I should mark the pixel in the pixel shader), so that later when I do some post processing on my scene I would only do it on the marked pixels. I didn't find anything on the internet besides how to set up a stencil buffer and explaining the different stencil operations. I was expecting to find some System-Value semantics like SV_Depth to write to in the pixel shader (because the stencil buffer shares the same resource with the depth buffer in D3D11), but there is no such thing on MSDN. So how should I do this? If I am misunderstanding something please help me clear that up.

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  • mount issue in ubuntu 12.10

    - by Vipin Ms
    I'm having issue with latest Ubuntu 12.10. Let me make it more clear. I'm having the following partitions in my Laptop. Device Boot Start End Blocks Id System /dev/sda1 2048 39997439 19997696 83 Linux /dev/sda2 * 40001850 81947564 20972857+ 83 Linux /dev/sda3 81947565 123877214 20964825 83 Linux /dev/sda4 123887614 976773119 426442753 5 Extended /dev/sda5 123887616 333602815 104857600 83 Linux /dev/sda6 333604864 543320063 104857600 83 Linux /dev/sda7 543322112 753037311 104857600 83 Linux /dev/sda8 753039360 976773119 111866880 83 Linux I have also two users named "ms" and abc. Here ms is for administrative tasks and abc for my friends. When I mount any drive under "abc" user, I cannot access it under my other user "ms". Same as in the case with "ms" user. I found possible reason behind the issue. When I mount any drive under "abc" user, Ubuntu will try to mount it under "/media/abc/volume_name" instead of "/media/volume_name" . Same as in the case with "ms" user. # df -h Filesystem Size Used Avail Use% Mounted on /dev/sda1 19G 11G 7.5G 59% / udev 1.5G 4.0K 1.5G 1% /dev tmpfs 599M 896K 598M 1% /run none 5.0M 0 5.0M 0% /run/lock none 1.5G 620K 1.5G 1% /run/shm none 100M 92K 100M 1% /run/user /dev/sda2 20G 172M 19G 1% /media/abc/TEST /dev/sdb1 466G 353G 114G 76% /media/abc/F088F74288F7063E /dev/sdb2 466G 318G 148G 69% /media/abc/New Volume /dev/sda5 99G 94G 323M 100% /media/abc/Songs /dev/sda6 99G 31G 63G 34% /media/ms/Films Here, you can see that "TEST" was mounted under "/media/abc/TEST". When I try to access the already mounted partition named '/media/abc/TEST" in my "ms" session I'm getting the following error. How to fix this error? Is it a bug? Is there any way to fix this without modifying the underlying file-system structure?

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  • Anyone been successful changing their career without having to start over from scratch?

    - by Awaken
    I posted a similar question on careeroverflow, but stackoverflow is just way more active and has way more users, so hopefully someone out there can help answer. I am currently an embedded developer in the defense/aerospace world for a big company. While I like the benefits and the pay, it just isn't keeping me happy. The Paul Graham article: How To Do What You Love really struck home. The problem I face are my golden handcuffs. When I look at jobs out there, they all want 5+ years experience in that language with expertise in framework/tool/server A,B,C, etc... I have worked in C and C++ on the job (in a real-time embedded environment) with some small things in C# and Java. I'm learning Ruby now to expand my knowledge, but I don't consider myself an expert in anything right now. I'd love to work on desktop applications or web apps. Is it possible for someone like me to make the switch without going back to the start line? I'd love to leave the huge bureaucracy and work with some great developers. I'd be willing to work late and take a modest pay cut, but that isn't so clear just from a resume. For those that have altered their career path, how did you do it? For those people who are in charge of hiring, what can I do to help myself?

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  • How to fix the boot set up?

    - by Chris
    I got two OSes in my PC, Ubuntu and Windows 7. Until yesterday Windows 7 was on top of my dual-boot menu list, but I wanted to change it, so I went inside Windows configurations and put Ubuntu first, but I also set the time to 0 because I thought I could access Windows through Grub. But what happens is that after I upgraded Ubuntu to 11.10, that screen with boot options don't show Windows 7 anymore. I went online searching for a solution to my problem, most of them told me to configure some Grub options and others to use programs to do it. I've done them all and still can't access Windows 7. Just in case my problem is not clear yet, this is how was my boot order before I messed it all up: Windows 7 Ubuntu with a time of 10 secs to choose between both. This is how I wanted it to be: Ubuntu Windows 7 with 0 time to choose, but, inside Ubuntu I could access Windows through that Grub screen. But this is what happens: Ubuntu Windows 7 0 time, so it don't let me choose anything and jumps inside Ubuntu then inside Ubuntu grub doesn't show up anymore (black screen) and it starts Ubuntu normally. I tried to fix this many times from different ways inside Ubuntu but nothing worked, also when I try do something and then upgrade my grub with sudo upgrade-grub it shows this message: Generating grub.cfg ... Found Windows 7 (loader) on /dev/sda1 Skipping Windows 7 (loader) on Wubi system Found linux image: /boot/vmlinuz-3.0.0-12-generic Found initrd image: /boot/initrd.img-3.0.0-12-generic Found linux image: /boot/vmlinuz-2.6.38-12-generic Found initrd image: /boot/initrd.img-2.6.38-12-generic done Thats why in the title I said it could probably be my WUBI messing all up. Anyone heave a solution for this? Do you need more information? I have a netbook so I cannot use the Windows Repair CD.

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