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  • Using Take and skip keyword to filter records in LINQ

    - by vik20000in
    In LINQ we can use the take keyword to filter out the number of records that we want to retrieve from the query. Let’s say we want to retrieve only the first 5 records for the list or array then we can use the following query     int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 };     var first3Numbers = numbers.Take(3); The TAKE keyword can also be easily applied to list of object in the following way. var first3WAOrders = (         from cust in customers         from order in cust.Orders         select cust ) .Take(3); [Note in the query above we are using the order clause so that the data is first ordered based on the orders field and then the first 3 records are taken. In both the above example we have been able to filter out data based on the number of records we want to fetch. But in both the cases we were fetching the records from the very beginning. But there can be some requirements whereby we want to fetch the records after skipping some of the records like in paging. For this purpose LINQ has provided us with the skip method which skips the number of records passed as parameter in the result set. int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; var allButFirst4Numbers = numbers.Skip(4); The SKIP keyword can also be easily applied to list of object in the following way. var first3WAOrders = (         from cust in customers         from order in cust.Orders         select cust ).Skip(3);  Vikram

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  • How to set Alpha value from pixel shader in SlimDX Direct3d9

    - by Yashwinder
    I am trying to set alpha value of color as color.a = 0.5f in my pixel shader but all the time it is giving an exception. I can set color.r, color.g, color.b but it is not allowing me to set color.a and throwing an exception D3DERR_INVALIDCALL: Invalid call (-2005530516). I have just created a direct3d9 device and assigned my pixel shader to it. My pixel shader code is as below sampler2D ourImage : register(s0); float4 main(float2 locationInSource : TEXCOORD) : COLOR { float4 color = tex2D( ourImage , locationInSource.xy); color.a = 0.2; return color; } I am creating my pixel shader as byte[] byteCode = GiveFxFile(transitionEffect.PixelShaderFileName); var shaderBytecode = ShaderBytecode.Compile(byteCode, "main", "ps_2_0", ShaderFlags.None); var pixelShader = new PixelShader(device, ShaderBytecode); _device.PixelShader=pixelShader; I have initialized my device as var _presentParams = new PresentParameters { Windowed = _isWindowedMode, BackBufferWidth = (int)SystemParameters.PrimaryScreenWidth, BackBufferHeight = (int)SystemParameters.PrimaryScreenHeight, // Enable Z-Buffer // This is not really needed in this sample but real applications generaly use it EnableAutoDepthStencil = true, AutoDepthStencilFormat = Format.D16, // How to swap backbuffer in front and how many per screen refresh BackBufferCount = 1, SwapEffect = SwapEffect.Copy, BackBufferFormat = _direct3D.Adapters[0].CurrentDisplayMode.Format, PresentationInterval = PresentInterval.Immediate, DeviceWindowHandle = _windowHandle }; _device = new Device(_direct3D, 0, DeviceType.Hardware, _windowHandle, deviceFlags | CreateFlags.Multithreaded, _presentParams);

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  • AS3: StageWidth for BOX2D?

    - by Gabriel Meono
    I know BOX2D uses meters, and AS3 uses pixels. I'm trying to create objects which are limited to the stageWidth. If I do this variable: for (var i:int = 0; i<(stage.stageWidth); i++){...} The animation will freeze, and this output appears: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Box2D.Collision::b2BroadPhase/CreateProxy() at Box2D.Collision.Shapes::b2Shape/CreateProxy() at Box2D.Dynamics::b2Body/CreateShape() at com.actionsnippet.qbox.objects::CircleObject/build() at com.actionsnippet.qbox::QuickObject/init() at com.actionsnippet.qbox::QuickObject() at com.actionsnippet.qbox.objects::CircleObject() at com.actionsnippet.qbox::QuickBox2D/create() at com.actionsnippet.qbox::QuickBox2D/addCircle() at BOX2D_Test_Tutorial_fla::MainTimeline/frame1() Does anyone know how to fix this? Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make pins for (var i:int = 0; i<(stage.stageWidth); i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • Determining the health of a Cisco switch port?

    - by ewwhite
    I've been chasing a packet-loss and network stability issue for a handful of end-users on an internal network for the past few days... These issues surfaced recently, however, the location was struck by lightning six weeks ago. I was seeing 5-10% packet loss between a stack of four Cisco 2960's and several PC's and phones on the other side of a 77-meter run. The PC's were run inline with the phones over a trunked link. We were seeing dropped calls and interruptions in client-server applications and Microsoft Exchange connectivity. I tried the usual troubleshooting steps remotely, having a local technician do the following during breaks in user and production activity: change cables between the wall jack and device. change patch cables between the patch panel and switch port(s). try different switch ports within the 2960 stack. change end-user devices with known-good equipment (new phones, different PC's). clear switch port interface counters and monitor incrementing errors closely. (Pastebin output of sh int) Pored over the device logs and Observium RRD graphs. No link up/down issues from the switch side. change power strips on the end-user side. test cable runs from the Cisco 2960 using test cable-diagnostics tdr int Gi4/0/9 (clean)* test cable runs with a Tripp-Lite cable tester. (clean) run diagnostics on the switch stack members. (clean) In the end, it took three changes of switch ports to find a stable solution. The only logical conclusion is that a few Cisco 2960 switch ports are bad or flaky... Not dead, but not consistent in behavior either. I'm not used to seeing individual ports die in this manner. What else can I test or check to determine if these devices are bad? Is it common for single ports to have problems, rather than a contiguous bank of ports? BTW - show cable-diagnostics tdr int Gi4/0/14 is very cool... Interface Speed Local pair Pair length Remote pair Pair status --------- ----- ---------- ------------------ ----------- -------------------- Gi4/0/14 1000M Pair A 79 +/- 0 meters Pair B Normal Pair B 75 +/- 0 meters Pair A Normal Pair C 77 +/- 0 meters Pair D Normal Pair D 79 +/- 0 meters Pair C Normal

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  • Stage3D Camera problem

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } Here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Why is this LTO4 Tape-drive not working

    - by Tim Haegele
    # modprobe mptsas # dmesg [ 4274.796796] scsi target7:0:0: mptsas: ioc1: delete device: fw_channel 0, fw_id 0, phy 0, sas_addr 0x50050763124b29ac [ 4274.939579] mptsas 0000:01:00.0: PCI INT A disabled [ 4280.934531] Fusion MPT SAS Host driver 3.04.12 [ 4280.934552] mptsas 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 4280.934692] mptbase: ioc2: Initiating bringup [ 4281.490183] ioc2: LSISAS1064E B3: Capabilities={Initiator} [ 4281.490203] mptsas 0000:01:00.0: setting latency timer to 64 [ 4293.555274] scsi8 : ioc2: LSISAS1064E B3, FwRev=011e0000h, Ports=1, MaxQ=277, IRQ=16 [ 4293.574906] mptsas: ioc2: attaching ssp device: fw_channel 0, fw_id 0, phy 0, sas_addr 0x50050763124b29ac [ 4293.576471] scsi 8:0:0:0: Sequential-Access IBM ULTRIUM-HH4 B6W1 PQ: 0 ANSI: 6 [ 4293.578549] st 8:0:0:0: Attached scsi tape st0 [ 4293.578550] st 8:0:0:0: st0: try direct i/o: yes (alignment 512 B) [ 4293.578577] st 8:0:0:0: Attached scsi generic sg5 type 1 # mt -f /dev/st0 status mt -f /dev/st0 status mt: /dev/st0: rmtopen failed: Input/output error # dd if=/dev/zero of=/dev/nst0 bs=1024 count=10 dd: opening `/dev/nst0': Input/output error I am running debian squeeze 2.6.32-5-amd64 #1 SMP Sun May 6 04:00:17 UTC 2012 x86_64 GNU/Linux Server is Fujitsu TX140 with Controller Symbios Logic SAS1064ET PCI-Express Fusion-MPT SAS Tape+Hardware is new.

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  • DualLayout for SharePoint 2010 WCM Quick Start

    - by svdoever
    DualLayout for SharePoint 2010 WCM is a solution to provide you with complete HTML freedom in your SharePoint Server 2010 publishing pages. In this post I provide a quick start guide to get you up and running quickly so you can try it out for yourself. This quick start creates a simple HTML5 site with a page to show-case the basics and the power of DualLayout. We will create the site in its own web application. Normally there are many things you have to do to create a clean start point for your SharePoint 2010 WCM site. All those steps will be provided in later posts. For now we want to give you the minimal set of steps to take to get DualLayout working on your machine. Create an authenticated web application with hostheader cms.html5demo.local on port 80 for the cms side of the site. Click the Create Site Collection link on the Application Created dialog box and create a Site Collection based on the Publishing Portal site template. Before we can click the site link in the Top-Level Site Successfully Created dialog we need to add the new host header cms.html5demo.local to the hosts file. Add the following line to the hosts file: 127.0.0.1        cms.html5demo.local Navigate to the site at http://cms.html5demo.local to see the out-of-the-box example Adventure Works publishing site. Download and add the DualLayout solution package designfactory.duallayout.sps2010.trial.1.2.0.0.wsp to the farm’s solution store: On the Start menu, click All Programs. Click Microsoft SharePoint 2010 Products. Click SharePoint 2010 Management Shell. At the Windows PowerShell command prompt, type the following command:Add-SPSolution -LiteralPath designfactory.duallayout.sps2010.trial.1.2.0.0.wsp In SharePoint 2010 Central Administration deploy the solution to the web application http://cms.html5demo.local. Navigate to the site at http://cms.html5demo.local, and in the Site Settings screen select Site Collection Administration > Site collection features and activate the following feature: Open the site http://cms.html5demo.local in SharePoint Designer 2010. Create a view-mode masterpage html5simple.master with the following code: html5simple.master <%@ Master language="C#" %> <%@ Register Tagprefix="SharePointWebControls" Namespace="Microsoft.SharePoint.WebControls" Assembly="Microsoft.SharePoint, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register TagPrefix="sdl" Namespace="DesignFactory.DualLayout" Assembly="DesignFactory.DualLayout, Version=1.2.0.0, Culture=neutral, PublicKeyToken=077f92bbf864a536" %>   <!DOCTYPE html> <html class="no-js">       <head>         <meta charset="utf-8" />         <meta http-equiv="X-UA-Compatible" content="IE=Edge" />         <title><SharePointWebControls:FieldValue FieldName="Title" runat="server"/></title>           <script type="text/javascript">             document.createElement('header');             document.createElement('nav');             document.createElement('article');             document.createElement('hgroup');             document.createElement('aside');             document.createElement('section');             document.createElement('footer');             document.createElement('figure');             document.createElement('time');         </script>           <asp:ContentPlaceHolder id="PlaceHolderAdditionalPageHead" runat="server"/>     </head>          <body>                  <header>             <div class="logo">Logo</div>             <h1>SiteTitle</h1>             <nav>                 <a href="#">SiteMenu 1</a>                 <a href="#">SiteMenu 2</a>                 <a href="#">SiteMenu 3</a>                 <a href="#">SiteMenu 4</a>                 <a href="#">SiteMenu 5</a>                 <sdl:SwitchToWcmModeLinkButton runat="server" Text="…"/>             </nav>             <div class="tagline">Tagline</div>             <form>                 <label>Zoek</label>                 <input type="text" placeholder="Voer een zoekterm in...">                 <button>Zoek</button>                             </form>           </header>                  <div class="content">             <div class="pageContent">                 <asp:ContentPlaceHolder id="PlaceHolderMain" runat="server" />             </div>         </div>              <footer>             <nav>                 <ul>                     <li><a href="#">FooterMenu 1</a></li>                     <li><a href="#">FooterMenu 2</a></li>                     <li><a href="#">FooterMenu 3</a></li>                     <li><a href="#">FooterMenu 4</a></li>                     <li><a href="#">FooterMenu 5</a></li>                 </ul>             </nav>             <small>Copyright &copy; 2011 Macaw</small>         </footer>     </body> </html> Note that if no specific WCM-mode master page is specified (html5simple-wcm.master), the default v4.master master page will be used in WCM-mode. Create a WCM-mode page layout html5simplePage-wcm.aspx with the following code: html5simplePage-wcm.aspx <%@ Page language="C#"     Inherits="DesignFactory.DualLayout.WcmModeLayoutPage, DesignFactory.DualLayout, Version=1.2.0.0, Culture=neutral, PublicKeyToken=077f92bbf864a536" %> <%@ Register Tagprefix="SharePointWebControls"              Namespace="Microsoft.SharePoint.WebControls"              Assembly="Microsoft.SharePoint, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register Tagprefix="WebPartPages"              Namespace="Microsoft.SharePoint.WebPartPages"              Assembly="Microsoft.SharePoint, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register Tagprefix="PublishingWebControls"              Namespace="Microsoft.SharePoint.Publishing.WebControls"              Assembly="Microsoft.SharePoint.Publishing, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register Tagprefix="PublishingNavigation" Namespace="Microsoft.SharePoint.Publishing.Navigation"              Assembly="Microsoft.SharePoint.Publishing, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <asp:Content ContentPlaceholderID="PlaceHolderPageTitle" runat="server">     <SharePointWebControls:FieldValue id="PageTitle" FieldName="Title" runat="server"/> </asp:Content> <asp:Content ContentPlaceholderID="PlaceHolderMain" runat="server"> </asp:Content> Notice the Inherits at line two. Instead of inheriting from Microsoft.SharePoint.Publishing.PublishingLayoutPage we need to inherit from DesignFactory.DualLayout.WcmModeLayoutPage. Create a view-mode page layout html5simplePage.aspx with the following code: html5simplePage.aspx html5simplePage.aspx <%@ Page language="C#"          Inherits="DesignFactory.DualLayout.ViewModeLayoutPage, DesignFactory.DualLayout,                     Version=1.2.0.0, Culture=neutral, PublicKeyToken=077f92bbf864a536" %> <%@ Register Tagprefix="SharePointWebControls"              Namespace="Microsoft.SharePoint.WebControls"              Assembly="Microsoft.SharePoint, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register Tagprefix="WebPartPages"              Namespace="Microsoft.SharePoint.WebPartPages"              Assembly="Microsoft.SharePoint, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register Tagprefix="PublishingWebControls"              Namespace="Microsoft.SharePoint.Publishing.WebControls"              Assembly="Microsoft.SharePoint.Publishing, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Register Tagprefix="PublishingNavigation" Namespace="Microsoft.SharePoint.Publishing.Navigation"              Assembly="Microsoft.SharePoint.Publishing, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <asp:Content ContentPlaceholderID="PlaceHolderAdditionalPageHead" runat="server" /> <asp:Content ContentPlaceholderID="PlaceHolderMain" runat="server">     The title of the page is: <SharePointWebControls:FieldValue id="PageTitleInContent" FieldName="Title" runat="server"/> </asp:Content> Notice the Inherits at line two. Instead of inheriting from Microsoft.SharePoint.Publishing.PublishingLayoutPage we need to inherit from DesignFactory.DualLayout.ViewModeLayoutPage. Set the html5simple.master master page as the Site Master Page Set the allowed page layouts to the Html5 Simple Page page layout and set the New Page Default Settings also to Html5 Simple Page so new created pages are also of this page layout. Note that the Html5 Simple Page page layout is initially not selectable for New Page Default Settings. Save this configuration page first after selecting the allowed page layouts, then open again and select the default new page. Under Site Actions select the New Page action. Create a page Home.aspx of the default page layout type Html5 Simple Page. Set the new created Home.aspx page as Welcome Page. Navigate to the site http://csm.html5demo.local and see the home page in the WCM display and edit mode. Select Switch to View Mode under Site Actions to see the resulting page in view-mode. Select the three dots (…) at the right side of the menu to switch back to WCM-mode. Have a look at the source view of the resulting web page and admire the clean HTML. No SharePoint specific markup or CSS files! Clean HTML in page <!DOCTYPE html> <html class="no-js">     <head>         <meta charset="utf-8" />         <meta http-equiv="X-UA-Compatible" content="IE=Edge" />         <title>Home</title>         <script type="text/javascript">             document.createElement('header');             document.createElement('nav');             document.createElement('article');             document.createElement('hgroup');             document.createElement('aside');             document.createElement('section');             document.createElement('footer');             document.createElement('figure');             document.createElement('time');         </script>              </head>          <body>                  <header>             <div class="logo">Logo</div>             <h1>SiteTitle</h1>             <nav>                 <a href="#">SiteMenu 1</a>                 <a href="#">SiteMenu 2</a>                 <a href="#">SiteMenu 3</a>                 <a href="#">SiteMenu 4</a>                 <a href="#">SiteMenu 5</a>                 <a href="/Pages/Home.aspx?DualLayout_ShowInWcmMode=true">…</a>             </nav>             <div class="tagline">Tagline</div>             <form>                 <label>Zoek</label>                 <input type="text" placeholder="Voer een zoekterm in...">                 <button>Zoek</button>                             </form>         </header>                  <div class="content">             <div class="pageContent">                      The title of the page is: Home             </div>         </div>              <footer>             <nav>                 <ul>                     <li><a href="#">FooterMenu 1</a></li>                     <li><a href="#">FooterMenu 2</a></li>                     <li><a href="#">FooterMenu 3</a></li>                     <li><a href="#">FooterMenu 4</a></li>                     <li><a href="#">FooterMenu 5</a></li>                 </ul>             </nav>             <small>Copyright &copy; 2011 Macaw</small>         </footer>     </body> </html> <!-- Macaw DesignFactory DualLayout for SharePoint 2010 Trial version --> Note the link at line 37, this link will only be rendered for authenticated users and is our way to switch back to WCM-mode. This concludes our quick start to get DualLayout up an running in a matter of minutes. And what is the result: You can have the full SharePoint 2010 WCM publishing page editing experience to manage the content in your pages. You don’t have to delve into large SharePoint specific master pages and page layouts with a lot of knowledge of the does and don'ts with respect to SharePoint controls, scripts and stylesheets. The end-user gets a clean and light HTML page. Get your fully functional, non-timebombed trial copy of DualLayout and start creating!

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  • TakeWhile and SkipWhile method in LINQ

    - by vik20000in
     In my last post I talked about how to use the take and the Skip keyword to filter out the number of records that we are fetching. But there is only problem with the take and skip statement. The problem lies in the dependency where by the number of records to be fetched has to be passed to it. Many a times the number of records to be fetched is also based on the query itself. For example if we want to continue fetching records till a certain condition is met on the record set. Let’s say we want to fetch records from the array of number till we get 7. For this kind of query LINQ has exposed the TakeWhile Method.     int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 };     var firstNumbersLessThan6 = numbers.TakeWhile(n => n < 7);   In the same way we can also use the SkipWhile statement. The skip while statement will skip all the records that do not match certain condition provided. In the example below we are skiping all those number which are not divisible by 3. Remember we could have done this with where clause also, but SkipWhile method can be useful in many other situation and hence the example and the keyword.     int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 };     var allButFirst3Numbers = numbers.SkipWhile(n => n % 3 != 0); Vikram

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  • MySQL – Beginning Temporary Tables in MySQL

    - by Pinal Dave
    MySQL supports Temporary tables to store the resultsets temporarily for a given connection. Temporary tables are created with the keyword TEMPORARY along with the CREATE TABLE statement. Let us create the temporary table named Temp CREATE TEMPORARY TABLE TEMP (id INT); Now you can find out the column names using DESC command DESC TEMP; The above returns the following result This table can be accessed only for the current connection and it can be used like a permanent table and automatically dropped when the connection is closed. However, you can not find temporary tables using INFORMATION_SCHEMA. TABLES system view. It will only list out the permanent tables. MySQL usually stores the data of temporary tables in memory and processed by Memory Storage engine. But if the data size is too large MySQL automatically converts this to the on – disk table and use MyISAM engine. You can also create a permanent table with the same name of a temporary table in the same connection. However the structure of permanent table is visible only if the temporary table with the same name is dropped. Let us create a permanent table with the same name Temp as below CREATE TABLE TEMP (id INT, names VARCHAR(100)); Now running the following command stills gives you the structure of the temporary table temp created earlier. DESC TEMP; You can drop the temporary table using DROP TEMPORARY TABLE command; DROP TEMPORARY TABLE TEMP; After you executed the temporary table, run the following command DESC TEMP; Now you will see the structure of the permanent table named temp In summary – If there is a Temporary Table in MySQL it gets first priority over the permanent table in the session. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Query, SQL Tips and Tricks, T SQL

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  • C#/.NET Little Wonders: Fun With Enum Methods

    - by James Michael Hare
    Once again lets dive into the Little Wonders of .NET, those small things in the .NET languages and BCL classes that make development easier by increasing readability, maintainability, and/or performance. So probably every one of us has used an enumerated type at one time or another in a C# program.  The enumerated types we create are a great way to represent that a value can be one of a set of discrete values (or a combination of those values in the case of bit flags). But the power of enum types go far beyond simple assignment and comparison, there are many methods in the Enum class (that all enum types “inherit” from) that can give you even more power when dealing with them. IsDefined() – check if a given value exists in the enum Are you reading a value for an enum from a data source, but are unsure if it is actually a valid value or not?  Casting won’t tell you this, and Parse() isn’t guaranteed to balk either if you give it an int or a combination of flags.  So what can we do? Let’s assume we have a small enum like this for result codes we want to return back from our business logic layer: 1: public enum ResultCode 2: { 3: Success, 4: Warning, 5: Error 6: } In this enum, Success will be zero (unless given another value explicitly), Warning will be one, and Error will be two. So what happens if we have code like this where perhaps we’re getting the result code from another data source (could be database, could be web service, etc)? 1: public ResultCode PerformAction() 2: { 3: // set up and call some method that returns an int. 4: int result = ResultCodeFromDataSource(); 5:  6: // this will suceed even if result is < 0 or > 2. 7: return (ResultCode) result; 8: } So what happens if result is –1 or 4?  Well, the cast does not fail, so what we end up with would be an instance of a ResultCode that would have a value that’s outside of the bounds of the enum constants we defined. This means if you had a block of code like: 1: switch (result) 2: { 3: case ResultType.Success: 4: // do success stuff 5: break; 6:  7: case ResultType.Warning: 8: // do warning stuff 9: break; 10:  11: case ResultType.Error: 12: // do error stuff 13: break; 14: } That you would hit none of these blocks (which is a good argument for always having a default in a switch by the way). So what can you do?  Well, there is a handy static method called IsDefined() on the Enum class which will tell you if an enum value is defined.  1: public ResultCode PerformAction() 2: { 3: int result = ResultCodeFromDataSource(); 4:  5: if (!Enum.IsDefined(typeof(ResultCode), result)) 6: { 7: throw new InvalidOperationException("Enum out of range."); 8: } 9:  10: return (ResultCode) result; 11: } In fact, this is often recommended after you Parse() or cast a value to an enum as there are ways for values to get past these methods that may not be defined. If you don’t like the syntax of passing in the type of the enum, you could clean it up a bit by creating an extension method instead that would allow you to call IsDefined() off any isntance of the enum: 1: public static class EnumExtensions 2: { 3: // helper method that tells you if an enum value is defined for it's enumeration 4: public static bool IsDefined(this Enum value) 5: { 6: return Enum.IsDefined(value.GetType(), value); 7: } 8: }   HasFlag() – an easier way to see if a bit (or bits) are set Most of us who came from the land of C programming have had to deal extensively with bit flags many times in our lives.  As such, using bit flags may be almost second nature (for a quick refresher on bit flags in enum types see one of my old posts here). However, in higher-level languages like C#, the need to manipulate individual bit flags is somewhat diminished, and the code to check for bit flag enum values may be obvious to an advanced developer but cryptic to a novice developer. For example, let’s say you have an enum for a messaging platform that contains bit flags: 1: // usually, we pluralize flags enum type names 2: [Flags] 3: public enum MessagingOptions 4: { 5: None = 0, 6: Buffered = 0x01, 7: Persistent = 0x02, 8: Durable = 0x04, 9: Broadcast = 0x08 10: } We can combine these bit flags using the bitwise OR operator (the ‘|’ pipe character): 1: // combine bit flags using 2: var myMessenger = new Messenger(MessagingOptions.Buffered | MessagingOptions.Broadcast); Now, if we wanted to check the flags, we’d have to test then using the bit-wise AND operator (the ‘&’ character): 1: if ((options & MessagingOptions.Buffered) == MessagingOptions.Buffered) 2: { 3: // do code to set up buffering... 4: // ... 5: } While the ‘|’ for combining flags is easy enough to read for advanced developers, the ‘&’ test tends to be easy for novice developers to get wrong.  First of all you have to AND the flag combination with the value, and then typically you should test against the flag combination itself (and not just for a non-zero)!  This is because the flag combination you are testing with may combine multiple bits, in which case if only one bit is set, the result will be non-zero but not necessarily all desired bits! Thanks goodness in .NET 4.0 they gave us the HasFlag() method.  This method can be called from an enum instance to test to see if a flag is set, and best of all you can avoid writing the bit wise logic yourself.  Not to mention it will be more readable to a novice developer as well: 1: if (options.HasFlag(MessagingOptions.Buffered)) 2: { 3: // do code to set up buffering... 4: // ... 5: } It is much more concise and unambiguous, thus increasing your maintainability and readability. It would be nice to have a corresponding SetFlag() method, but unfortunately generic types don’t allow you to specialize on Enum, which makes it a bit more difficult.  It can be done but you have to do some conversions to numeric and then back to the enum which makes it less of a payoff than having the HasFlag() method.  But if you want to create it for symmetry, it would look something like this: 1: public static T SetFlag<T>(this Enum value, T flags) 2: { 3: if (!value.GetType().IsEquivalentTo(typeof(T))) 4: { 5: throw new ArgumentException("Enum value and flags types don't match."); 6: } 7:  8: // yes this is ugly, but unfortunately we need to use an intermediate boxing cast 9: return (T)Enum.ToObject(typeof (T), Convert.ToUInt64(value) | Convert.ToUInt64(flags)); 10: } Note that since the enum types are value types, we need to assign the result to something (much like string.Trim()).  Also, you could chain several SetFlag() operations together or create one that takes a variable arg list if desired. Parse() and ToString() – transitioning from string to enum and back Sometimes, you may want to be able to parse an enum from a string or convert it to a string - Enum has methods built in to let you do this.  Now, many may already know this, but may not appreciate how much power are in these two methods. For example, if you want to parse a string as an enum, it’s easy and works just like you’d expect from the numeric types: 1: string optionsString = "Persistent"; 2:  3: // can use Enum.Parse, which throws if finds something it doesn't like... 4: var result = (MessagingOptions)Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result == MessagingOptions.Persistent) 7: { 8: Console.WriteLine("It worked!"); 9: } Note that Enum.Parse() will throw if it finds a value it doesn’t like.  But the values it likes are fairly flexible!  You can pass in a single value, or a comma separated list of values for flags and it will parse them all and set all bits: 1: // for string values, can have one, or comma separated. 2: string optionsString = "Persistent, Buffered"; 3:  4: var result = (MessagingOptions)Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 7: { 8: Console.WriteLine("It worked!"); 9: } Or you can parse in a string containing a number that represents a single value or combination of values to set: 1: // 3 is the combination of Buffered (0x01) and Persistent (0x02) 2: var optionsString = "3"; 3:  4: var result = (MessagingOptions) Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 7: { 8: Console.WriteLine("It worked again!"); 9: } And, if you really aren’t sure if the parse will work, and don’t want to handle an exception, you can use TryParse() instead: 1: string optionsString = "Persistent, Buffered"; 2: MessagingOptions result; 3:  4: // try parse returns true if successful, and takes an out parm for the result 5: if (Enum.TryParse(optionsString, out result)) 6: { 7: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 8: { 9: Console.WriteLine("It worked!"); 10: } 11: } So we covered parsing a string to an enum, what about reversing that and converting an enum to a string?  The ToString() method is the obvious and most basic choice for most of us, but did you know you can pass a format string for enum types that dictate how they are written as a string?: 1: MessagingOptions value = MessagingOptions.Buffered | MessagingOptions.Persistent; 2:  3: // general format, which is the default, 4: Console.WriteLine("Default : " + value); 5: Console.WriteLine("G (default): " + value.ToString("G")); 6:  7: // Flags format, even if type does not have Flags attribute. 8: Console.WriteLine("F (flags) : " + value.ToString("F")); 9:  10: // integer format, value as number. 11: Console.WriteLine("D (num) : " + value.ToString("D")); 12:  13: // hex format, value as hex 14: Console.WriteLine("X (hex) : " + value.ToString("X")); Which displays: 1: Default : Buffered, Persistent 2: G (default): Buffered, Persistent 3: F (flags) : Buffered, Persistent 4: D (num) : 3 5: X (hex) : 00000003 Now, you may not really see a difference here between G and F because I used a [Flags] enum, the difference is that the “F” option treats the enum as if it were flags even if the [Flags] attribute is not present.  Let’s take a non-flags enum like the ResultCode used earlier: 1: // yes, we can do this even if it is not [Flags] enum. 2: ResultCode value = ResultCode.Warning | ResultCode.Error; And if we run that through the same formats again we get: 1: Default : 3 2: G (default): 3 3: F (flags) : Warning, Error 4: D (num) : 3 5: X (hex) : 00000003 Notice that since we had multiple values combined, but it was not a [Flags] marked enum, the G and default format gave us a number instead of a value name.  This is because the value was not a valid single-value constant of the enum.  However, using the F flags format string, it broke out the value into its component flags even though it wasn’t marked [Flags]. So, if you want to get an enum to display appropriately for whether or not it has the [Flags] attribute, use G which is the default.  If you always want it to attempt to break down the flags, use F.  For numeric output, obviously D or  X are the best choice depending on whether you want decimal or hex. Summary Hopefully, you learned a couple of new tricks with using the Enum class today!  I’ll add more little wonders as I think of them and thanks for all the invaluable input!   Technorati Tags: C#,.NET,Little Wonders,Enum,BlackRabbitCoder

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  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

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  • Code Trivia #4

    - by João Angelo
    Got the inspiration for this one in a recent stackoverflow question. What should the following code output and why? class Program { class Author { public string FirstName { get; set; } public string LastName { get; set; } public override string ToString() { return LastName + ", " + FirstName; } } static void Main() { Author[] authors = new[] { new Author { FirstName = "John", LastName = "Doe" }, new Author { FirstName = "Jane", LastName="Doe" } }; var line1 = String.Format("Authors: {0} and {1}", authors); Console.WriteLine(line1); string[] serial = new string[] { "AG27H", "6GHW9" }; var line2 = String.Format("Serial: {0}-{1}", serial); Console.WriteLine(line2); int[] version = new int[] { 1, 0 }; var line3 = String.Format("Version: {0}.{1}", version); Console.WriteLine(line3); } } Update: The code will print the first two lines // Authors: Doe, John and Doe, Jane // Serial: AG27H-6GHW9 and then throw an exception on the third call to String.Format because array covariance is not supported in value types. Given this the third call of String.Format will not resolve to String.Format(string, params object[]), like the previous two, but to String.Format(string, object) which fails to provide the second argument for the specified format and will then cause the exception.

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  • How is the MTU is 65535 in UDP but ethernet does not allow frame size more than 1500 bytes

    - by nikku
    I am using a fast ethernet of 100 Mbps, whose frame size is less than 1500 bytes (1472 bytes for payload as per my textbook). In that, I was able to send and receive a UDP packet of message size 65507 bytes, which means the packet size was 65507 + 20 (IP Header) + 8 (UDP Header) = 65535. If the frame's payload size itself is maximum of 1472 bytes (as per my textbook), how can the packet size of IP be greater than that which here is 65535? I used sender code as char buffer[100000]; for (int i = 1; i < 100000; i++) { int len = send (socket_id, buffer, i); printf("%d\n", len); } Receiver code as while (len = recv (socket_id, buffer, 100000)) { printf("%d\n". len); } I observed that send returns -1 on i > 65507 and recv prints or receives a packet of maximum of length 65507.

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  • Bone creation in XNA Content Pipeline

    - by cod3monk3y
    I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone data due to either private constructors or read-only collections (at every turn). The code I have right now that creates a single triangle ModelContent that I'd like to create a bone for is: MeshContent mc = new MeshContent(); mc.Positions.Add(new Vector3(-10, 0, 0)); mc.Positions.Add(new Vector3(0, 10, 0)); mc.Positions.Add(new Vector3(10, 0, 0)); GeometryContent gc = new GeometryContent(); gc.Indices.AddRange(new int[] { 0, 1, 2 }); gc.Vertices.AddRange(new int[] { 0, 1, 2 }); mc.Geometry.Add(gc); // Create normals MeshHelper.CalculateNormals(mc, true); // finally, convert it to a model ModelContent model = context.Convert<MeshContent, ModelContent>(mc, "ModelProcessor"); The documentation on XNA is amazingly sparse. I've been referencing the class diagrams created by DigitalRune and Sean Hargreaves blog, but I haven't found anything on creating bone content. Once the ModelContent is created, it's not possible to add bones because the Bones collection is read-only. And it seems the only way to create the ModelContent instance is to call the standard ModelProcessor via ContentProcessorContext.Convert. So it's a bit of a catch-22. The BoneContent class has a constructor but no methods except those inherited from NodeContent... though now (true to form) maybe I've realized the solution by asking the question. Should I create a root NodeContent with two children: one MeshContent and one BoneContent as the root of my skeleton; then pass the root NodeContent to ContentProcessorContext.Convert? Off to try that now...

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • Troubleshooting VC++ DLL in VB.Net

    - by Jolyon
    I'm trying to make a solution in Visual Studio that consists of a VC++ DLL and a VB.Net application. To figure this out, I created a VC++ Class Library project, with the following code (I removed all the junk the wizard creates): mathfuncs.cpp: #include "MathFuncs.h" namespace MathFuncs { double MyMathFuncs::Add(double a, double b) { return a + b; } } mathfuncs.h: using namespace System; namespace MathFuncs { public ref class MyMathFuncs { public: static double Add(double a, double b); }; } This compiles quite happily. I can then add a VC++ console project to the solution, add a reference to the original project for this new project, and call it as follows: test.cpp: using namespace System; int main(array<System::String ^> ^args) { double a = 7.4; int b = 99; Console::WriteLine("a + b = {0}", MathFuncs::MyMathFuncs::Add(a, b)); return 0; } This works just fine, and will build to test.exe and mathsfuncs.dll. However, I want to use a VB.Net project to call the DLL. To do this, I add a VB.Net project to the solution, make it the startup project, and add a reference to the original project. Then, I attempt to use it as follows: MsgBox(MathFuncs.MyMathFuncs.Add(1, 2)) However, when I run this code, it gives me an error: "Could not load file or assembly 'MathFuncsAssembly, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format." Do I need to expose the method somehow? I'm using Visual Studio 2008 Professional.

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Unicast traffic between hosts on a switch leaving the switch by its uplink. Why?

    - by Rich Lafferty
    I have a weird thing happening on our network at my office which I can't quite get my head around. In particular I can't tell if it's a problem with a switch, or a problem with configuration. We have a Cisco SG300-52 switch (sw01) in the top of a rack in our server room, connected to another SG300-28 that acts as our core switch (core01). Both run layer 2 only, our firewalls do routing between VLANs. They have a dozen or so VLANs between them. Gi1 on sw01 is a trunk port connected to gi1 on core01. (Disclosure: There are other switches in our environment but I'm pretty sure I've isolated the problem down to these two. Happy to provide more info if necessary.) The behaviour I'm seeing is limited to one VLAN, vlan 12 -- or, at least, it's not happening on the other ones I checked (It's hard to guarantee the absence of packets), and it is: sw01 is forwarding, to core01, traffic which is between two hosts which are both plugged into sw01. (I noticed this because the IDS in our firewall gave a false positive on traffic which should not reach the firewall.) We noticed this mostly between our two dhcp/dns servers, net01 (10.12.0.10) and net02 (10.12.0.11). net01 is physical hardware and net02 is on a VMware ESX server. net01 is connected to gi44 on sw01 and net02's ESX server to gi11. [net01]----gi44-[sw01]-gi1----gi1-[core01] [net02]----gi11/ Let's see some interfaces! Remember, vlan 12 is the problem vlan. Of the others I explicitly verified that vlan 27 was not affected. Here's the two hosts' ports: esx01 contains net02. sw01#sh run int gi11 interface gigabitethernet11 description esx01 lldp med disable switchport trunk allowed vlan add 5-7,11-13,100 switchport trunk native vlan 27 ! sw01#sh run int gi44 interface gigabitethernet44 description net01-1 lldp med disable switchport mode access switchport access vlan 12 ! Here's the trunk on sw01. sw01#sh run int gi1 interface gigabitethernet1 description "trunk to core01" lldp med disable switchport trunk allowed vlan add 4-7,11-13,27,100 ! And the other end of the trunk on core01. interface gigabitethernet1 description sw01 macro description switch switchport trunk allowed vlan add 2-7,11-16,27,100 ! I have a monitor port on core01, thus: core01#sh run int gi12 interface gigabitethernet12 description "monitor port" port monitor GigabitEthernet 1 ! And the monitor port on core01 sees unicast traffic going between net01 and net02, both of which are on sw01! I've verified this with a monitor port on sw01 that sees the net01-net02 unicast traffic leaving via gi1 too. sw01 knows that both of those hosts are on ports that are not its trunk port: :) ratchet$ arp -a | grep net net02.2ndsiteinc.com (10.12.0.11) at 00:0C:29:1A:66:15 [ether] on eth0 net01.2ndsiteinc.com (10.12.0.10) at 00:11:43:D8:9F:94 [ether] on eth0 sw01#sh mac addr addr 00:0C:29:1A:66:15 Aging time is 300 sec Vlan Mac Address Port Type -------- --------------------- ---------- ---------- 12 00:0c:29:1a:66:15 gi11 dynamic sw01#sh mac addr addr 00:11:43:D8:9F:94 Aging time is 300 sec Vlan Mac Address Port Type -------- --------------------- ---------- ---------- 12 00:11:43:d8:9f:94 gi44 dynamic I also brought up an unused port on sw01 on vlan 12, but the unicast traffic was (as best as I could tell) not coming out that port. So it doesn't look like sw01 is pushing it out all its ports, just the right ports and also gi1! I've verified that sw01 is not filling up its address-table: sw01#sh mac addr count This may take some time. Capacity : 8192 Free : 7983 Used : 208 The full configs for both core01 and sw01 are available: core01, sw01. Finally, versions: sw01#sh ver SW version 1.1.2.0 ( date 12-Nov-2011 time 23:34:26 ) Boot version 1.0.0.4 ( date 08-Apr-2010 time 16:37:57 ) HW version V01 core01#sh ver SW version 1.1.2.0 ( date 12-Nov-2011 time 23:34:26 ) Boot version 1.1.0.6 ( date 11-May-2011 time 18:31:00 ) HW version V01 So my understanding is this: sw01 should take unicast traffic for net01 and send it only out net02's port, and vice versa; none of it should go out sw01's uplink. But core01, receiving traffic on gi1 for a host it knows is on gi1, is right in sending it out all of its ports. (That is: sw01 is misbehaving, but core01 is doing what it should given the circumstances.) My question is: Why is sw01 sending that unicast traffic out its uplink, gi1? (And pre-emptively: yes, I know SG300s leave much to be desired, and yes, we should have spanning-tree enabled, but that's where I'm at right now.)

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  • SQL SERVER – Select Columns from Stored Procedure Resultset

    - by Pinal Dave
    It is fun to go back to basics often. Here is the one classic question: “How to select columns from Stored Procedure Resultset?” Though Stored Procedure has been introduced many years ago, the question about retrieving columns from Stored Procedure is still very popular with beginners. Let us see the solution in quick steps. First we will create a sample stored procedure. CREATE PROCEDURE SampleSP AS SELECT 1 AS Col1, 2 AS Col2 UNION SELECT 11, 22 GO Now we will create a table where we will temporarily store the result set of stored procedures. We will be using INSERT INTO and EXEC command to retrieve the values and insert into temporary table. CREATE TABLE #TempTable (Col1 INT, Col2 INT) GO INSERT INTO #TempTable EXEC SampleSP GO Next we will retrieve our data from stored procedure. SELECT * FROM #TempTable GO Finally we will clean up all the objects which we have created. DROP TABLE #TempTable DROP PROCEDURE SampleSP GO Let me know if you want me to share such back to basic tips. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Stored Procedure, SQL Tips and Tricks, T SQL

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  • Excel Smart Find and Replace only specific characters

    - by Asim
    I want to change INT to INTERNATIONAL and NA to NATIONAL ASSEMBLY in whole excel workbook through an excel Macro or Find and Replace dialogue box. But when I run the macro or change it through Find and Replace dialogue box it also replace NA from CHINA last 2 characters and it became CHINATIONAL ASSEMBLY and INTERIOR to INTERNATIONALERIOR. Now, I want that Excel should only smartly find the character NA in the workbook which is not included with any other character likewise character INT which is not attach to any other character. I would be grateful if anyone give any formula, Excel Macro or anything else to overcome this issue. Thanks,

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  • Why binding is not a native feature in most of the languages?

    - by Gulshan
    IMHO binding a variable to another variable or an expression is a very common scenario in mathematics. In fact, in the beginning, many students think the assignment operator(=) is some kind of binding. But in most of the languages, binding is not supported as a native feature. In some languages like C#, binding is supported in some cases with some conditions fulfilled. But IMHO implementing this as a native feature was as simple as changing the following code- int a,b,sum; sum := a + b; a = 10; b = 20; a++; to this- int a,b,sum; a = 10; sum = a + b; b = 20; sum = a + b; a++; sum = a + b; Meaning placing the binding instruction as assignments after every instruction changing values of any of the variable contained in the expression at right side. After this, trimming redundant instructions (or optimization in assembly after compilation) will do. So, why it is not supported natively in most of the languages. Specially in the C-family of languages? Update: From different opinions, I think I should define this proposed "binding" more precisely- This is one way binding. Only sum is bound to a+b, not the vice versa. The scope of the binding is local. Once the binding is established, it cannot be changed. Meaning, once sum is bound to a+b, sum will always be a+b. Hope the idea is clearer now. Update 2: I just wanted this P# feature. Hope it will be there in future.

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  • Shuffling algorithm with no "self-mapping"?

    - by OregonTrail
    To randomly shuffle an array, with no bias towards any particular permutation, there is the Knuth Fischer-Yeats algorithm. In Python: #!/usr/bin/env python import sys from random import randrange def KFYShuffle(items): i = len(items) - 1 while i > 0: j = randrange(i+1) # 0 <= j <= i items[j], items[i] = items[i], items[j] i = i - 1 return items print KFYShuffle(range(int(sys.argv[1]))) There is also Sattolo's algorithm, which produces random cycles. In Python: #!/usr/bin/env python import sys from random import randrange def SattoloShuffle(items): i = len(items) while i > 1: i = i - 1 j = randrange(i) # 0 <= j <= i-1 items[j], items[i] = items[i], items[j] return items print SattoloShuffle(range(int(sys.argv[1]))) I'm currently writing a simulation with the following specifications for a shuffling algorithm: The algorithm is unbiased. If a true random number generator was used, no permutation would be more likely than any other. No number ends up at its original index. The input to the shuffle will always be A[i] = i for i from 0 to N-1 Permutations are produced that are not cycles, but still meet specification 2. The cycles produced by Sattolo's algorithm meet specification 2, but not specification 1 or 3. I've been working at creating an algorithm that meets these specifications, what I came up with was equivalent to Sattolo's algorithm. Does anyone have an algorithm for this problem?

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