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  • Best SEO practices for mobile URLs: 301, rel=canonical, or something else?

    - by Chris
    I am developing a site with a mobile version and am trying to figure the appropriate way to manage the URLs for search engines. So far I've considered: Having a mobile site with rel="canonical" links to the regular site. Putting both the mobile site and full site on one URL, and doing user agent sniffing. Another opinion: Spencer: "If you have a mobile site at a separate location or URL, you should 301 redirect each and every mobile page to its corresponding page on your main website. Employ user agent detection so that the mobile optimized version is served up if someone's coming in from a hand-held. - http://developer.practicalecommerce.com/articles/1722-Mobile-site-Development-Best-Practices-for-SEO-Usability Both 2 and 3 make it hard for a user who wants to switch to the full site or mobile site manually, but I'm not sure 1 is the best alternative. What's the best way to write URLs for a mobile site?

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  • Inside NASA’s Shuttle Trainer

    - by Jason Fitzpatrick
    After more than 30 years of service, NASA has retired their full-scale shuttle training simulator. Take a photo tour and learn where you can visit the trainer and crawl around inside for a more hands-on experience. The trainer is currently on display at the Charles Simonyi Space Gallery at the Museum of Flight in Seattle, Washington. For those of us unable to visit the trainer in person, Wired Magazine has a full photo tour at the link below. Get Inside the Replica that Trained Every Shuttle Astronaut [Wired] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • What is a name for a job where you do system analysis, project management and data diagramming?

    - by David Archer
    In the last 4 months I've been able to manage a team and step away from the coding for a bit. I've been planning the system in full (both System Analysis and project managing, alongside action and data diagramming) writing the technical documentation, the code's architecture, keeping track of the other guys doing the actual coding, QA, bug reports and dealing with clients. I had to take two days' training on node.js just to see if it would be suitable for a project we were considering. Is there a name for this job? Project Manager and Systems Architect don't quite seem to have the same stuff, and IT manager seems way off. I only want to know so that I can get some qualification towards it and try to move into this kind of work full-time.

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  • July, the 31 Days of SQL Server DMO’s – Day 21 (sys.dm_db_partition_stats)

    - by Tamarick Hill
    The sys.dm_db_partition_stats DMV returns page count and row count information for each table or index within your database. Lets have a quick look at this DMV so we can review some of the results. **NOTE: I am going to create an ‘ObjectName’ column in our result set so that we can more easily identify tables. SELECT object_name(object_id) ObjectName, * FROM sys.dm_db_partition_stats As stated above, the first column in our result set is an Object name based on the object_id column of this result set. The partition_id column refers to the partition_id of the index in question. Each index will have at least 1 unique partition_id and will have more depending on if the object has been partitioned. The index_id column relates back to the sys.indexes table and uniquely identifies an index on a given object. A value of 0 (zero) in this column would indicate the object is a HEAP and a value of 1 (one) would signify the Clustered Index. Next is the partition_number which would signify the number of the partition for a particular object_id. Since none of my tables in my result set have been partitioned, they all display 1 for the partition_number. Next we have the in_row_data_page_count which tells us the number of data pages used to store in-row data for a given index. The in_row_used_page_count is the number of pages used to store and manage the in-row data. If we look at the first row in the result set, we will see we have 700 for this column and 680 for the previous. This means that just to manage the data (not store it) is requiring 20 pages. The next column in_row_reserved_page_count is how many pages have been reserved, regardless if they are being used or not. The next 2 columns are used for storing LOB (Large Object) data which could be text, image, varchar(max), or varbinary(max) columns. The next two columns, row_overflow, represent pages used for data that exceed the 8,060 byte row size limit for the in-row data pages. The next columns used_page_count and reserved_page_count represent the sum of the in_row, lob, and row_overflow columns discussed earlier. Lastly is a row_count column which displays the number of rows that are in a particular index. This DMV is a very powerful resource for identifying page and row count information. By knowing the page counts for indexes within your database, you are able to easily calculate the size of indexes. For more information on this DMV, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms187737.aspx Follow me on Twitter @PrimeTimeDBA

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  • Pure Front end JavaScript with Web API versus MVC views with ajax

    - by eyeballpaul
    This was more a discussion for what peoples thoughts are these days on how to split a web application. I am used to creating an MVC application with all its views and controllers. I would normally create a full view and pass this back to the browser on a full page request, unless there were specific areas that I did not want to populate straight away and would then use DOM page load events to call the server to load other areas using AJAX. Also, when it came to partial page refreshing, I would call an MVC action method which would return the HTML fragment which I could then use to populate parts of the page. This would be for areas that I did not want to slow down initial page load, or areas that fitted better with AJAX calls. One example would be for table paging. If you want to move on to the next page, I would prefer it if an AJAX call got that info rather than using a full page refresh. But the AJAX call would still return an HTML fragment. My question is. Are my thoughts on this archaic because I come from a .net background rather than a pure front end background? An intelligent front end developer that I work with, prefers to do more or less nothing in the MVC views, and would rather do everything on the front end. Right down to web API calls populating the page. So that rather than calling an MVC action method, which returns HTML, he would prefer to return a standard object and use javascript to create all the elements of the page. The front end developer way means that any benefits that I normally get with MVC model validation, including client side validation, would be gone. It also means that any benefits that I get with creating the views, with strongly typed html templates etc would be gone. I believe this would mean I would need to write the same validation for front end and back end validation. The javascript would also need to have lots of methods for creating all the different parts of the DOM. For example, when adding a new row to a table, I would normally use the MVC partial view for creating the row, and then return this as part of the AJAX call, which then gets injected into the table. By using a pure front end way, the javascript would would take in an object (for, say, a product) for the row from the api call, and then create a row from that object. Creating each individual part of the table row. The website in question will have lots of different areas, from administration, forms, product searching etc. A website that I don't think requires to be architected in a single page application way. What are everyone's thoughts on this? I am interested to hear from front end devs and back end devs.

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  • How to perform regular expression based replacements on files with MSBuild

    - by Daniel Cazzulino
    And without a custom DLL with a task, too . The example at the bottom of the MSDN page on MSBuild Inline Tasks already provides pretty much all you need for that with a TokenReplace task that receives a file path, a token and a replacement and uses string.Replace with that. Similar in spirit but way more useful in its implementation is the RegexTransform in NuGet’s Build.tasks. It’s much better not only because it supports full regular expressions, but also because it receives items, which makes it very amenable to batching (applying the transforms to multiple items). You can read about how to use it for updating assemblies with a version number, for example. I recently had a need to also supply RegexOptions to the task so I extended the metadata and a little bit of the inline task so that it can parse the optional flags. So when using the task, I can pass the flags as item metadata as follows:...Read full article

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  • DIY Coffee Table Arcade Hides Retro Gaming Inside

    - by Jason Fitzpatrick
    Last week we showed you a nifty man-cave arcade-in-coffee-table build that was a bit, shall we say, exposed. If you’re looking for a sleek build that conceals its arcade-heart until it’s game time, this clean and concealed build is for you. Courtesy of IKEAHacker reader Sam Wang, the beauty of this build is that other than the rectangle of black glass in the center of the table–which could just as well be a design accent–there is no indication that the coffee table is a gaming machine when not in use. Slide out the drawers and boot it up, however, and you’re in business–full MAME arcade emulation at your finger tips. Hit up the link below to check out his full photo build guide. My DIY Arcade Machine Coffee Table [via IKEAHacker] How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

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  • Speaking at SQLRelay. Will you be there?

    - by jamiet
    SQL Relay (#sqlrelay) is fast approaching and I wanted to take this opportunity to tell you a little about it.SQL Relay is a 5-day tour around the UK that is taking in five Server Server user groups, each one comprising a full day of SQL Server related learnings. The dates and venues are:21st May, Edinburgh22nd May, Manchester23rd May, Birmingham24th May, Bristol30th May, LondonClick on the appropriate link to see the full agenda and to book your spot.SQL Relay features some of this country's most prominent SQL Server speakers including Chris Webb, Tony Rogerson, Andrew Fryer, Martin Bell, Allan Mitchell, Steve Shaw, Gordon Meyer, Satya Jayanty, Chris Testa O'Neill, Duncan Sutcliffe, Rob Carrol, me and SQL Server UK Product Manager Morris Novello so I really encourage you to go - you have my word it'll be an informative and, more importantly, enjoyable day out from your regular 9-to-5.I am presenting my session "A Lap Around the SSIS Catalog" at Edinburgh and Manchester so if you're going, I hope to see you there.@Jamiet

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  • Mobile redirect strategy

    - by Kevin
    Looking for help on deciding how to redirect users to a mobile optimized version of my site (m.mysite.com). Looking at two methods: Server configuration (.htaccess or even varnish) Webapp (php) The problem I see with #1 is with the "view full site" link on the mobile site. If a user clicks that link and they go to mysite.com won't the server just redirect them back to m.mysite.com? For #2 I could create a cookie that is checked in addition to the user agent. Any suggestions/comments? Is there a better way to "remember" if the user clicked "visit full site"? Thanks, Kevin

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  • Play PlayStation Games on a Rooted Nook Simple Touch

    - by Jason Fitzpatrick
    Just when you feel like you’ve seen it all, some guy comes along and shows you how he can play original PlayStation games on his ebook reader. Check out the video to see the surprisingly full-speed–albeit black and white–graphics in action. The secret sauce in Sean’s cool setup? He’s rooted the device and installed Free PlayStation Emulator (FPSE) on it–along with the NoRefresh hack–to enjoy touch-screen controls and PS emulation. The whole thing is shockingly smooth; once you get past the choppy intro videos, the games run at full speed. [via Hack A Day] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Creating Wizard in ASP.NET MVC (Part 2)

    - by bipinjoshi
    In Part 1 of this article series you developed a wizard in an ASP.NET MVC application. Although the wizard developed in Part 1 works as expected it has one shortcoming. It causes full page postback whenever you click on Previous or Next button. This behavior may not pose much problem if a wizard has only a few steps. However, if a wizard has many steps and each step accepts many entries then full page postback can deteriorate the user experience. To overcome this shortcoming you can add Ajax to the wizard so that only the form is posted to the server. In this part of the series you will convert the application developed in Part 1 to use Ajax.http://www.binaryintellect.net/articles/8e278bfa-7244-4e3e-b5aa-2954a91331da.aspx 

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  • Can't recognize local webserver

    - by Syed Khalil-ur-Rehman
    My Internet Cable provider has set up a web server which hosts different entertainment material like movies, songs, tv shows and games etc. While using windows the pc recognises it as a local web server and downloads files with full LAN speed of 10 mb per second. On the contrary when using Ubuntu I am only able to download the files on my Internet speed not more than 100 kb per second. What ever I try ubuntu does not recognizes the webserver as a local area network web server but as a normal internet website. How to make Ubuntu download files from this server with full LAN speed. Please help in this regard. The url is http://dmasti.pk and yes it is a web server browsable by a web browser like firefox or ie.

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  • DIY Standing Desk Sports Super Sturdy Galvanized Pipe Legs

    - by Jason Fitzpatrick
    If you’re looking for a standing desk sturdy enough you can tap dance on it this DIY creation features thick pipe legs and a solid oak desktop. Courtesy of designer Jessica Allen, this standing desk can easily support a bank of monitors, heavy equipment, and even your entire body if need be, thanks to a sturdy galvanized plumbing pipe undercarriage and a 1″ thick oak top. We love the clean lines of the desk but we’d be tempted to clutter them up a little with a tower-rack mounted under the desk or on the inside of the thick pipe legs. Hit up the link below to check out the full build log. Have a cool standing desk (or desk tutorial) to share? Sound off in the comments. Steel Pipe Standing Desk HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full

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  • Video White Paper: Mega-Project Management: Reducing Risk & Complexity across the Value Chain

    - by Melissa Centurio Lopes
    Watch this short video white paper, to learn how Oracle Primavera can help you keep projects on track and protect your investments. You can also download the full white paper “Mega-Project Management: Reducing Risk & Complexity Across the Value Chain” to gain more in depth information about strategies for collaborating and sharing information and data in a systematic way across the value chain. Download the white paper in order to learn how your company can get the expected payoff from your next mega project. Register now to download the full complementary white paper, and discover how to: Improve decision-making and accountability through enterprise-wide visibility, workflows, and collaboration Reduce financial and performance risk

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  • Ubuntu 12.04 LTS installation problem

    - by Zxy
    I am trying to install Ubuntu 12.04 LTS on my PC using WUBI. However, I keep getting this error: An error occured: *Error executing command >>command=C:\\System32\bcdedit.exe /set {2708afc0-9ffa-11e1-bc51-d167219ffa25} device partition=E: >>retval=1 >>stderr=An error has occured setting the element data. The request is not supported. >>stdout= For more information, please see the logfile:* Logfile: 06-11 10:57 DEBUG TaskList: ## Finished choose_disk_sizes 06-11 10:57 DEBUG TaskList: ## Running expand_diskimage... 06-11 10:59 DEBUG TaskList: ## Finished expand_diskimage 06-11 10:59 DEBUG TaskList: ## Running create_swap_diskimage... 06-11 10:59 DEBUG TaskList: ## Finished create_swap_diskimage 06-11 10:59 DEBUG TaskList: ## Running modify_bootloader... 06-11 10:59 DEBUG TaskList: New task modify_bcd 06-11 10:59 DEBUG TaskList: ### Running modify_bcd... 06-11 10:59 DEBUG WindowsBackend: modify_bcd Drive(C: hd 51255.1171875 mb free ntfs) 06-11 10:59 ERROR TaskList: Error executing command >>command=C:\Windows\System32\bcdedit.exe /set {2708afc0-9ffa-11e1-bc51-d167219ffa25} device partition=E: >>retval=1 >>stderr=An error has occurred setting the element data. The request is not supported. >>stdout= Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\win32\backend.py", line 697, in modify_bcd File "\lib\wubi\backends\common\utils.py", line 66, in run_command Exception: Error executing command >>command=C:\Windows\System32\bcdedit.exe /set {2708afc0-9ffa-11e1-bc51-d167219ffa25} device partition=E: >>retval=1 >>stderr=An error has occurred setting the element data. The request is not supported. >>stdout= 06-11 10:59 DEBUG TaskList: # Cancelling tasklist 06-11 10:59 DEBUG TaskList: New task modify_bcd 06-11 10:59 ERROR root: Error executing command >>command=C:\Windows\System32\bcdedit.exe /set {2708afc0-9ffa-11e1-bc51-d167219ffa25} device partition=E: >>retval=1 >>stderr=An error has occurred setting the element data. The request is not supported. >>stdout= Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 132, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\win32\backend.py", line 697, in modify_bcd File "\lib\wubi\backends\common\utils.py", line 66, in run_command Exception: Error executing command >>command=C:\Windows\System32\bcdedit.exe /set {2708afc0-9ffa-11e1-bc51-d167219ffa25} device partition=E: >>retval=1 >>stderr=An error has occurred setting the element data. The request is not supported. >>stdout= 06-11 10:59 DEBUG TaskList: New task modify_bcd 06-11 10:59 DEBUG TaskList: New task modify_bcd 06-11 10:59 DEBUG TaskList: ## Finished modify_bootloader 06-11 10:59 DEBUG TaskList: # Finished tasklist*

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  • Oracle's Thirteen Engineered Systems

    - by Luis Moreno Campos
    You already need a catalogue to keep up with the many new stuff coming out from Oracle Engineered from factory.In the Exadata portfolio you have 4 systems:- Quarter Rack X2-2 Database Machine- Half-Rack X2-2 Database Machine- Full-Rack X2-2 Database Machine- X2-8 Database MachineBut if Exadata presents a stunning portfolio, Exalogic doesn't fall behind on that by putting out 6 versions: 3 sizes (Quarter, Half and Full) with x86 processors and the same 3 sizes with SPARC based processors.Finally we have 3 new systems called SPARC Superclusters where Solaris 11 was re-engineered to take more out of the power of Infiniband: "Available in the next calendar year, the Oracle SPARC Supercluster will be available in T3-2, T3-4 and M5000-based configurations".I see Oracle delivering on it's promise to tightly integrate Hardware and Software to work closer together.

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  • SQL SERVER – Recover the Accidentally Renamed Table

    - by pinaldave
    I have no answer to following question. I saw a desperate email marked as urgent delivered in my mailbox. “I accidentally renamed table in my SSMS. I was scrolling very fast and I made mistakes. It was either because I double clicked or clicked on F2 (shortcut key for renaming). However, I have made the mistake and now I have no idea how to fix this. I am in big trouble. Help me get my original tablename.” I have seen many similar scenarios in my life and they give me a very good opportunity to preach wisdom but when the house is burning, we cannot talk about how we should have conserved the water earlier. The goal at that point is to put off the fire as fast as we can. I decided to answer this email with my best knowledge. If you have renamed the table, I think you pretty much is out of luck. Here are few things which you can do which can give you idea about what your tablename can be if you are lucky. Method 1: (Not Recommended but try your luck) Check your naming convention of your system. I have often seen that many organizations name their index as IX_TableName_Colms or name their keys as FK_TableName1_TableName2_Cols. If your organization is following the same you can get the name from your table, you may refer your keys. Again, note that this is quite possible that your tablename was already renamed and your keys were not updated. This can easily lead you to select incorrect name. I think follow this if you are confident or move to the next method. Method 2: (Not Recommended but try your luck) This method is also based on your orgs naming convention. If you use the name of the table in any columnname (some organizations use tablename in their incremental identity column name), you can get that name from there. Method 3: (Not Recommended but try your luck) If you know where your table was used in your stored procedures, you can script your stored procedure and find the name of the table back. Method 4: (Try your luck) All the best organizations first create a data model of the schema and there is good chance that this table is used there, you should take your chances and refer original document. If your organization is good at managing docs or source code, you will get the name of the table back for sure. Method 5: (It WORKS but try on a development server) There is no sure way to get you the name of the table which you accidentally renamed however, there is one way which will work for sure. You need to take your latest full backup and restore it on your development server (remember not on production or where you have renamed this column). Now restore latest differential file of the full backup. Now restore all the log files one by one making sure that you are restoring before the point of time of you renamed the tablename. Now go to explore and this will give you the name of the table which you have renamed. If you are confident that the same table existed with the same name when the last full backup was made, you do not have to go to all the steps. You can just get the name of the table directly from last backup’s restore. Read the article about Backup Timeline. Wisdom: How can I miss to preach wisdom when I get the opportunity to do so? Here are a few points to remember. Use a different account to explore production environment. Do not use the same account which have all the rights and permissions all the time. Use the account which has read only permissions if there are no modification required. Use policy based management to prevent changes which are accidental. If there was policy of valid names, the accidental change of the table was not possible unless it was intentional delibarate changes. Have a proper auditing of the system in place. You can use DDL triggers but be careful with its usage (get it reviewed properly first). (Add your suggestion here) I guess Method 5 will work all the time (using point in time restore). Everything else is chance of luck and if you are lucky are bad – you will get further incorrect name. Now go back and read the first line of this blog. Out of five method four methods are just lucky guesses. The method 5 will work but again it is a lengthy process if the size of the database is huge or if you do not have full backup. Did I miss anything obvious? Please leave a comment and I will publish your answer with due credit. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Links to C++ documentation

    - by Daniel Moth
    After a recent talk I gave on C++ AMP, one attendee was complaining that they were not familiar with lambdas and another found templates hard to parse. In case you are in the same boat, I thought I'd gather some essential reading material for you (also gives me one link to use in the future for referring people to ;-) Lambdas are available (in some shape or form) in all modern languages, so do yourself a favor and learn about them: Lambda Expressions in C++ (and also syntax and examples) Watch Herb Sutter's full length session on lambdas at PDC 2010 Templates, have been around in modern languages for even longer than lambdas (e.g. Generics in .NET), so again go dive in: Templates topic with full table of contents linking to subtopics In fact, why don't you refresh your knowledge and read the entire msdn C++ Language Reference – that's what I am doing! If you are looking to keep up to date with what is happening in the C++ world, stay tuned on the Visual C++ team (aka WinC++ team) blog and ask questions in the C++ forums. Comments about this post welcome at the original blog.

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  • SQL, moving million records from a database to other database [migrated]

    - by Ryoma
    I am a C# developer, I am not really good with SQL. I have a simple questions here. I need to move more than 50 millions records from a database to other database. I tried to use the import function in ms SQL, however it got stuck because the log was full (I got an error message The transaction log for database 'mydatabase' is full due to 'LOG_BACKUP'). The database recovery model was set to simple. My friend said that importing millions records using task-import data will cause the log to be massive and told me to use loop instead to transfer the data, does anyone know how and why? thanks in advance

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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