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  • Silverlight MEF – Download On Demand

    - by PeterTweed
    Take the Slalom Challenge at www.slalomchallenge.com! A common challenge with building complex applications in Silverlight is the initial download size of the xap file.  MEF enables us to build composable applications that allows us to build complex composite applications.  Wouldn’t it be great if we had a mechanism to spilt out components into different Silverlight applications in separate xap files and download the separate xap file only if needed?   MEF gives us the ability to do this.  This post will cover the basics needed to build such a composite application split between different silerlight applications and download the referenced silverlight application only when needed. Steps: 1.     Create a Silverlight 4 application 2.     Add references to the following assemblies: System.ComponentModel.Composition.dll System.ComponentModel.Composition.Initialization.dll 3.     Add a new Silverlight 4 application called ExternalSilverlightApplication to the solution that was created in step 1.  Ensure the new application is hosted in the web application for the solution and choose to not create a test page for the new application. 4.     Delete the App.xaml and MainPage.xaml files – they aren’t needed. 5.     Add references to the following assemblies in the ExternalSilverlightApplication project: System.ComponentModel.Composition.dll System.ComponentModel.Composition.Initialization.dll 6.     Ensure the two references above have their Copy Local values set to false.  As we will have these two assmblies in the original Silverlight application, we will have no need to include them in the built ExternalSilverlightApplication build. 7.     Add a new user control called LeftControl to the ExternalSilverlightApplication project. 8.     Replace the LayoutRoot Grid with the following xaml:     <Grid x:Name="LayoutRoot" Background="Beige" Margin="40" >         <Button Content="Left Content" Margin="30"></Button>     </Grid> 9.     Add the following statement to the top of the LeftControl.xaml.cs file using System.ComponentModel.Composition; 10.   Add the following attribute to the LeftControl class     [Export(typeof(LeftControl))]   This attribute tells MEF that the type LeftControl will be exported – i.e. made available for other applications to import and compose into the application. 11.   Add a new user control called RightControl to the ExternalSilverlightApplication project. 12.   Replace the LayoutRoot Grid with the following xaml:     <Grid x:Name="LayoutRoot" Background="Green" Margin="40"  >         <TextBlock Margin="40" Foreground="White" Text="Right Control" FontSize="16" VerticalAlignment="Center" HorizontalAlignment="Center" ></TextBlock>     </Grid> 13.   Add the following statement to the top of the RightControl.xaml.cs file using System.ComponentModel.Composition; 14.   Add the following attribute to the RightControl class     [Export(typeof(RightControl))] 15.   In your original Silverlight project add a reference to the ExternalSilverlightApplication project. 16.   Change the reference to the ExternalSilverlightApplication project to have it’s Copy Local value = false.  This will ensure that the referenced ExternalSilverlightApplication Silverlight application is not included in the original Silverlight application package when it it built.  The ExternalSilverlightApplication Silverlight application therefore has to be downloaded on demand by the original Silverlight application for it’s controls to be used. 1.     In your original Silverlight project add the following xaml to the LayoutRoot Grid in MainPage.xaml:         <Grid.RowDefinitions>             <RowDefinition Height="65*" />             <RowDefinition Height="235*" />         </Grid.RowDefinitions>         <Button Name="LoaderButton" Content="Download External Controls" Click="Button_Click"></Button>         <StackPanel Grid.Row="1" Orientation="Horizontal" HorizontalAlignment="Center" >             <Border Name="LeftContent" Background="Red" BorderBrush="Gray" CornerRadius="20"></Border>             <Border Name="RightContent" Background="Red" BorderBrush="Gray" CornerRadius="20"></Border>         </StackPanel>       The borders will hold the controls that will be downlaoded, imported and composed via MEF when the button is clicked. 2.     Add the following statement to the top of the MainPage.xaml.cs file using System.ComponentModel.Composition; 3.     Add the following properties to the MainPage class:         [Import(typeof(LeftControl))]         public LeftControl LeftUserControl { get; set; }         [Import(typeof(RightControl))]         public RightControl RightUserControl { get; set; }   This defines properties accepting LeftControl and RightControl types.  The attrributes are used to tell MEF the discovered type that should be applied to the property when composition occurs. 17.   Add the following event handler for the button click to the MainPage.xaml.cs file:         private void Button_Click(object sender, RoutedEventArgs e)         {                   DeploymentCatalog deploymentCatalog =     new DeploymentCatalog("ExternalSilverlightApplication.xap");                   CompositionHost.Initialize(deploymentCatalog);                   deploymentCatalog.DownloadCompleted += (s, i) =>                 {                     if (i.Error == null)                     {                         CompositionInitializer.SatisfyImports(this);                           LeftContent.Child = LeftUserControl;                         RightContent.Child = RightUserControl;                         LoaderButton.IsEnabled = false;                     }                 };                   deploymentCatalog.DownloadAsync();         } This is where the magic happens!  The deploymentCatalog object is pointed to the ExternalSilverlightApplication.xap file.  It is then associated with the CompositionHost initialization.  As the download will be asynchronous, an eventhandler is created for the DownloadCompleted event.  The deploymentCatalog object is then told to start the asynchronous download. The event handler that executes when the download is completed uses the CompositionInitializer.SatisfyImports() function to tell MEF to satisfy the Imports for the current class.  It is at this point that the LeftUserControl and RightUserControl properties are initialized with composed objects from the downloaded ExternalSilverlightApplication.xap package. 18.   Run the application click the Download External Controls button and see the controls defined in the ExternalSilverlightApplication application loaded into the original Silverlight application. Congratulations!  You have implemented download on demand capabilities for composite applications using the MEF DeploymentCatalog class.  You are now able to segment your applications into separate xap file for deployment.

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  • Programming Windows 8 Apps with HTML, CSS, and JavaScript - All you need in one title

    It took me a while to work through the 800+ pages of this title. And yes, I really mean working not reading... Since the release of Windows 8 it should be obvious to any Windows software developer that there are new ways to develop, deploy and market applications for a broader audience. Interestingly, Microsoft started to narrow the technological gap between the various platforms - desktop, web, smartphone and XBox - and development of modern apps with HTML, CSS and JavaScript couldn't be easier. Kraig covers all facets of modern Windows 8 apps from the basic building blocks and project templates in Visual Studio 2012 over to the thoughtful use of specific APIs to finally proper deployment in the App Store and potential monetization. The organisation of the book is lied out like step by step instructions or a tutorial. Kraig literally takes the reader by the hand and explains in detail in his examples about the reasons, the pros, and the cons of a certain way of implementation. Thanks to cross-references to other chapters he leaves the choice to the reader to dig deeper right now or to catch up at some time later. Personally, I have to admit that I really enjoyed the relaxed writing style. App development is not dust-dry rocket science and it should be joyful to learn about new technologies. And thanks to the richness of the various chapters and samples you could easily adapt and transfer the knowledge gained in this title to other platforms like Windows Phone 8. And last but not least: The ebook is freely available at Amazon, Microsoft Press and O'Reilly. Don't think about it, just get the book. Now. Update: I already mentioned this title in other blog entries which are related to Microsoft certification. Feel free to read on and to discover more online resources: Learning content for MCSDs: Web Applications and Windows Store Apps using HTML5 More content for MCSDs: Web Applications and Windows Store Apps using HTML5 O'Reilly offers free webcasts on their site, too. And in case that you would like to know more about Kraig's book and his experience with various development teams, please checkout this one: Zero to App in Two Weeks: Programming Windows 8 Apps in HTML, CSS, and JavaScript. The recording should be available soon.

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  • Use a partial in a partial?

    - by Greg Wallace
    I'm a Rails newbie, so bear with me. I have a few places, some pages, some partials that use: <%= link_to "delete", post, method: :delete, data: { confirm: "You sure?" }, title: post.content %> Would it make sense to make this a partial since it is used repeatedly, sometimes in other partials too? Is it o.k. to put partials in partials?

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  • Integrating Facebook Comments into your DotNetNuke Pages

    - by Chris Hammond
    Last week Facebook announced a new feature that websites can use to get Facebook Comments onto their web pages . I thought this was interesting as I have a few car racing sites that are using Forums, but also have the DNNSimpleArticle module for main page content. The forums are active, but the DNNSimpleArticle module doesn’t allow for comments as of right now (or in the foreseeable future) so I started to look into the Facebook comments a bit. From a quick read of their blog post/announcement it...(read more)

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  • Bodies do not stay sticked together by joint in retina display

    - by Mike JM
    I'm rehearsing on Box2D revolute joints. Everything's going pretty well except for one thing. For some reason bodies joined together with revolute joints do not stay sticked, they start getting apart from each other from the app start when I run it on retina device or simulator. On non retina device it works just fine, as expected. Here's the screenshot of the non-retina version: And here's the behavior when I run the same app on retina device/simulator: I'm taking content scale factor into account.

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  • Ed Burns' Servlet 4/HTTP 2 Session at JavaOne 2014

    - by reza_rahman
    For the Java EE track at JavaOne 2014 we are highlighting some key sessions and speakers to better inform you of what you can expect, right up until the start of the conference. To this end we recently interviewed Ed Burns. Ed is a veteran of Sun and now Oracle. He has been and is instrumental in pushing the JSF ecosystem forward as specification lead. Besides his specification lead work Ed is well regarded as an author and speaker on his own right. In addition to carrying the JSF torch Ed will be co-leading the key Servlet 4 specification for Java EE 8, along with Servlet specification guru Shing Wai Chan. The primary goal of Servlet 4 is to enable the fundamentally important changes in HTTP 2 for the entire server-side Java ecosystem. We wanted to talk to Ed about his Servlet 4 session at JavaOne 2014 and HTTP 2 generally: The details for the Servlet 4 session can be found here. Ed has several other key sessions on the track that we hope to talk to him about separately in the near future: What’s Next for JSF?: In this key session, Ed will be sharing the next steps for the continued evolution of the JSF specification in Java EE 8. Where’s My UI? The 2014 JavaOne Web App UI Smackdown: The UI space for web applications, especially in the Java ecosystem continues to be as hotly contested as ever. This is especially true with the (re)introduction of JavaScript based rich client frameworks like AngularJS. This lively panel brings together experts representing the diverse schools of thought for web UIs. Ed will be representing JSF of course. Neal Ford will moderate the panel as an independent and hopefully reasonably neutral party. Adopt-a-JSR for Java EE 7 and Java EE 8: Adopt-a-JSR has been a reasonable success for Java EE 7. With Java EE 8 we are planning to strengthen it far more as away of getting grassroots level participation in the specification efforts. This session will introduce Adopt-a-JSR, share how it worked for Java EE 7 and what we plan to do with it in Java EE 8. Ed will be sharing his perspectives on Adopt-a-JSR for both Java EE 7 and Java EE 8. Besides Ed's sessions, we have a very strong program for the Java EE track and JavaOne overall - just explore the content catalog. If you can't make it, you can be assured that we will make key content available after the conference just as we have always done.

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  • New Release IPM 11g

    - by [email protected]
    This year a new release of Oracle Imaging & Process Management has been released: IPM 11g. IPM is basically a Content Server specialized in images processing. IPM works with UCM and ODC, so the files are stored in the UCM repository and the images are checked in via ODC or OFR. One of the most remarkable changes in this release is the use of WebLogic as Application Server, instead of OC4J.

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  • Is dynamic HTML layout good from an SEO perspective?

    - by sll
    Just wondering whether dynamically built HTML layout is fine from SEO perspectives? So let's assume e-commerce engine and its most popular page - products catalog. So 90% of the page is built using AJAX and MVVM library knockoutjs which builds HTML on the fly on the client side. So how search bots would parse such content? Is it fine indexed and would be such effective as server-side built HTML pages from the SEO perspectives?

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  • How to fix a Silverlight download progress indicator that jumps from 0% to 100%

    - by JaydPage
    Originally posted on: http://geekswithblogs.net/JaydPage/archive/2013/10/29/fixing-a-broken-silverlight-xap-file-download-progress-indicator-that.aspxAfter moving our silverlight application to a new server I came across an problem whereby the download progress indicator on the splash screen was stuck on 0% until the file had completely downloaded.After about an hour of searching for the answer I realised that there is a distinct lack of help out there for this problem.It is a simple fix:1) On the server that is hosting your website, go into IIS and click on the website.2) Click on the compression section3) Un-check the option that says "Dynamic Content Compression"4) Save changes

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  • #MDX in London and speculation about future books

    - by Marco Russo (SQLBI)
    Chris Webb, who wrote the Expert Cube Development with Microsoft SQL Server 2008 Analysis Services book with me and Alberto , is preparing another Introduction to MDX course in London, this time from October 26th to 28th. It is now a three day course (previously it was two day) and you can find every other detail here . You might be wondering whether we are writing something else... well, we don't have plan to release a new edition of the Analysis Services book - after all, all the content of the...(read more)

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  • Oracle Solaris 11 Best Platform for Oracle Database 12c!

    - by uwes
    Sharpen your knowledge about Oracle Solaris 11 and Oracle Database 12c. Oracle Solaris Product Management has developed a host of content supporting the value of Oracle Database 12c on Oracle Solaris and Oracle Solaris on SPARC. OTN-Web Pages Oracle Solaris 11 and SPARC Oracle Solaris 11 Best Platform for Oracle Database Collateral Updated datasheet: Oracle Solaris Optimizations for the Oracle Stack Article: How Oracle Solaris Makes Oracle Database Fast Screen Cast: Analyzing Oracle Database I/O Outliers Blog: Oracle Solaris Blog OTN Garage Blog

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  • Ed Burns' Servlet 4/HTTP 2 Session at JavaOne

    - by Yolande Poirier
    By Guest Blogger Reza Rahman For the Java EE track at JavaOne 2014 we are highlighting some key sessions and speakers to better inform you of what you can expect, right up until the start of the conference. To this end we recently interviewed Ed Burns. Ed is a veteran of Sun and now Oracle. He has been and is instrumental in pushing the JSF ecosystem forward as specification lead. Besides his specification lead work Ed is well regarded as an author and speaker on his own right. In addition to carrying the JSF torch Ed will be co-leading the key Servlet 4 specification for Java EE 8, along with Servlet specification guru Shing Wai Chan. The primary goal of Servlet 4 is to enable the fundamentally important changes in HTTP 2 for the entire server-side Java ecosystem. We wanted to talk to Ed about his Servlet 4 session at JavaOne 2014 and HTTP 2 generally: The details for the Servlet 4 session can be found here. Ed has several other key sessions on the track that we hope to talk to him about separately in the near future: What’s Next for JSF?: In this key session, Ed will be sharing the next steps for the continued evolution of the JSF specification in Java EE 8. Where’s My UI? The 2014 JavaOne Web App UI Smackdown: The UI space for web applications, especially in the Java ecosystem continues to be as hotly contested as ever. This is especially true with the (re)introduction of JavaScript based rich client frameworks like AngularJS. This lively panel brings together experts representing the diverse schools of thought for web UIs. Ed will be representing JSF of course. Neal Ford will moderate the panel as an independent and hopefully reasonably neutral party. Adopt-a-JSR for Java EE 7 and Java EE 8: Adopt-a-JSR has been a reasonable success for Java EE 7. With Java EE 8 we are planning to strengthen it far more as away of getting grassroots level participation in the specification efforts. This session will introduce Adopt-a-JSR, share how it worked for Java EE 7 and what we plan to do with it in Java EE 8. Ed will be sharing his perspectives on Adopt-a-JSR for both Java EE 7 and Java EE 8. Besides Ed's sessions, we have a very strong program for the Java EE track and JavaOne overall - just explore the content catalog. If you can't make it, you can be assured that we will make key content available after the conference just as we have always done.

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  • Visual Studio 2010 and .NET Framework 4 Training Kit April 2010 Release

    - by Harish Pavithran
    The Visual Studio 2010 and .NET Framework 4 Training Kit includes presentations, hands-on labs, and demos. This content is designed to help you learn how to utilize the Visual Studio 2010 features and a variety of framework technologies including: C# 4 Visual Basic 10 F# Parallel Extensions Windows Communication Foundation Windows Workflow Windows Presentation Foundation ASP.NET 4 Windows 7 Entity Framework ADO.NET Data Services Managed Extensibility Framework Visual Studio Team System This version of the Training Kit works with Visual Studio 2010 and .NET Framework 4.  Here is the link enjoy www.microsoft.com/downloads/details.aspx

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  • Open Source AI Bot interfaces

    - by David Young
    What are some open source AI Bot interfaces? Similar to Pogamut 3 GameBots2004 for custom Unreal Tournament bots or Brood Wars API for Starcraft bots etc. If you could please post one AI bot interface per answer (make sure to provide a link) and give a brief summary as to the content of the blog posts. Please include what type of bot interface structure it is, client/server, server/server, etc e.g. BWAPI is client/server which emulates a real player

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  • Submitting a sitemap to take care of inherited Google crawler errors

    - by leeand00
    I have an awful lot of Google Crawler errors (1000 or so) after I inherited a site that the previous owner migrated without moving much of their content. Would generating a map of the current site and submitting it to Google help fix this? Is there any quicker, automated way to eliminate errors other than clicking each and every site error? Note: I have already tried automating this on my own.

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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. 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