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  • Links and code from session on Entity Framework 4, Parallel and C# 4.0 new features

    - by Eric Nelson
    Last week (12th May 2010) I did a session in the city on lot of the new .NET 4.0 Stuff. My demo code and links below. Code Parallel demos http://gist.github.com/364522  C# 4.0 new features http://gist.github.com/403826  EF4 Links Entity Framework 4 Resources http://bit.ly/ef4resources Entity Framework Team Blog http://blogs.msdn.com/adonet Entity Framework Design Blog http://blogs.msdn.com/efdesign/ Parallel Links Parallel Computing Dev Center http://msdn.com/concurrency Code samples http://code.msdn.microsoft.com/ParExtSamples Managed blog http://blogs.msdn.com/pfxteam Tools blog http://blogs.msdn.com/visualizeparallel C# 4.0 New features http://bit.ly/baq3aU  New in .NET 4.0 Coevolution http://bit.ly/axglst  New in C# 4.0 http://bit.ly/bG1U2Y

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  • Data binding directly to a store query (DbSet, DbQuery, DbSqlQuery) is not supported.

    - by Chandradev
    HiI was doing some test with code first approach in EF. Then while populating the Gridview i was getting error like thisData binding directly to a store query (DbSet, DbQuery, DbSqlQuery) is not supported. Instead populate a DbSet with data, for example by calling Load on the DbSet, and then bind to local data. For WPF bind to DbSet.Local. For WinForms bind to DbSet.Local.ToBindingList().For solving this error we have to write the code like this private void FillGrid()        {            using (var Context = new EmpDatabaseContext())            {                var query = Context.Emps.Select(m => m);                //var query = from m in Context.Emps                //            select m;               // Gridview1.DataSource = query;                Gridview1.DataSource = query.ToList();                Gridview1.DataBind();            }        }  We canot bind Iqueryable directly. We have to change into ToList()

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  • « On explore sur l'iPad, on achète sur un ordinateur » : une étude de Miratech

    « On explore sur l'iPad, mais on achète sur un ordinateur » Une étude de Miratech Miratech a réalisé une étude comparant la navigation Internet entre iPad et ordinateur. Conclusion : l'ordinateur est beaucoup plus efficace pour des tâches spécifiques et l'iPad est plus ludique pour explorer du contenu. Voici le contenu de l'étude : Un échantillon de 20 utilisateurs équi-répartis, familiers avec l'iPad, a été testé dans nos laboratoires de test utilisateur. Il leur était demandé de naviguer sur cinq sites web connus en France disposant aussi d'une application iPad (Amazon, La Redoute, Allociné, Les Pages Jaunes et Voyages SNCF). Nous avons testé les na...

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  • Video Training Courses for Linux/Ubuntu?

    - by Anil
    I'm a software developer with more than 15 years of experience on Windows platform, focused on C#/.NET/SQL Server stack. Recently I decided to explore Linux and learn a new development technology stack which is completely unrelated to Microsoft. After a bit of (re)search/reading I picked Ubuntu as my starting point. As I'm really a Pluralsight addict, preferring video courses as a starting point for learning new stuff, I wanted to ask if there are any decent video courses for Linux generally or Ubuntu focused ones? Basically I'm searching for general explanation of OS structure, a bit of system administration, and maybe some considerations for development on Linux system.

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  • Best Practices in Setting up a Build and Deployment environment for the Java Platform

    - by Genadinik
    I have a project for which "quick and dirty" isn't the best solution. What is the most stable and currently accepted set of procedures/tools that I should look into when setting up my build/deploy dev (and later production) environment? What I mean is: Should I use ANT? Or has there been something better that has evolved? In what instances should I use Maven? What are some best practices to create a continuous integration/deployment environment? What are best practices for doing test-driven development? Anything else?

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  • Bill Gates fait la promotion des MacBook sur son blog, à quand Steve Jobs déclarant "Windows 7, c'était mon idée" ?

    Bill Gates fait la promotion des MacBook sur son blog, à quand Steve Jobs déclarant "Windows 7, c'était mon idée" ? Sur son blog "The Gates Notes", Bill Gates, figure emblématique de Microsoft, a publié une image bigrement inattendue. Dans un post où l'homme expose ses pensées à propos du système scolaire américain, et se lamente d'un trop peu d'élèves diplômés, il illustre sa réflexion avec la photo de deux étudiants... dont l'un est en train de travailler sur un Mac ! Et même un MacBook, selon les plus fins observateurs. Comme si ce n'était pas suffisant, une forme noire posée sur une pochette jaune, au dessus de l'ordinateur, à tout l'air d'être un iPhone. Beau joueur, le Bill ! ...

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  • Toutes les semaines un peu de code pour aller plus loin avec Windows 7, l'accélération matérielle

    En cette fin d'année, la communauté de Developpez.com s'est alliée avec Microsoft France pour relayer une série de questions / réponses sur le développement Windows 7. A partir d'aujourd'hui, nous poserons une question chaque lundi sur une fonctionnalité propre au développement d'applications Windows 7. La bonne réponse de la question de la semaine sera ensuite dévoilée la semaine suivante avec un exemple de mise en pratique. Pour commencer cette série, nous vous proposons déjà une première question sur la recherche fédérée avec sa réponse comme exemple : Quelle fonctionnalité sous Windows 7 permet de rechercher sous plusieurs sources de données e...

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  • Google lance Message Continuity pour attirer les utilisateur d'Exchange sur Gmail, dans sa stratégie de promotion des Web Apps

    Google lance Message Continuity pour attirer les utilisateur d'Exchange sur Gmail, dans sa stratégie de promotion des Web Apps Les utilisateurs d'Exchange vont avoir l'embarras du choix. Et ce, à l'initiative de la concurrence. Google Message Continuity va être lancé dans quelques heures, ce vendredi. Il consiste en une réplique de toutes les activités liées au courrier électronique fournies par Exchange, à la différence que le produit hébergera toutes les données sur le cloud de Google (et non pas les serveurs de Microsoft) via Gmail. Sa force : il permettra aux utilisateurs de s'identifier sous Gmail avec leurs identifiants Exchange, pour pouvoir continuer à utiliser leurs données du service, lorsque les serveurs E...

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  • Interviewing a DBA

    - by kev
    Our Company is in the Process of recuiting a DBA. I have built a group test of questions from basic questions such as Pk and Fk constraints, simple querries(fizzbuzz style) to more advanced things such as indexes, Collation, isolation levels and how to trace deadlocks. However, that is the limit of my knowledge. So my question to all the DBA's is what is the base level knowledge that all DBA's should have? We are really looking for someone that will be able to manage our replication, analyzing some of our slower running queries(that the devs can go to for help) and someone that can trace some of the deadlock issues that we are having. Any help would be most appreciated!

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  • Download Flickr Official Windows Phone 7 App

    - by Gopinath
    Microsoft’s Windows Phone 7 OS is picking up in the recent days with the release of useful applications. Yahoo released an official Flickr application for Windows Phone 7 that is optimized to play nice with unique Windows Phone 7 user interface. Here is the demo of the application in action Features of Flickr App for Windows Phone 7 Browse your Flickr photos in stunning high resolution display and touch navigation controls Share photos with friends and family via email, Twitter, Facebook and more Upload your latest images on the go with the in-app uploader Seamlessly transition from your Windows Phone 7 to Windows 7 tablet and back again, without ever losing your place Download Flickr App For Windows Phone 7 This article titled,Download Flickr Official Windows Phone 7 App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • TechEd Israel 2010 may only accept speakers from sponsors

    A month or so ago, Microsoft Israel started sending out emails to its partners and registered event users to Save the date! Micraoft Teched Israel is coming, and its going to be this november! Great news I thought to myself. Id been to a couple of the MS teched events, as a speaker and as an attendee, and it was lovely and professionally done. Israel is an amazing place for technology and development and TechEd hosted some big names in the world of MS software. A couple of weeks ago, I was shocked...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • TechEd Israel 2010 may only accept speakers from sponsors

    A month or so ago, Microsoft Israel started sending out emails to its partners and registered event users to Save the date! Micraoft Teched Israel is coming, and its going to be this november! Great news I thought to myself. Id been to a couple of the MS teched events, as a speaker and as an attendee, and it was lovely and professionally done. Israel is an amazing place for technology and development and TechEd hosted some big names in the world of MS software. A couple of weeks ago, I was shocked...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Ping.eu

    - by Sarang
    Found an interesting resource thanks to a close friend. Ping.eu is a free service which would let you test various aspects related to networks which would typically be pain inducing doing it on your own. For seasoned network professional having a MAC address of their own instead of a name :) this might not be that useful. However for a layperson like me this an invaluable resource. These guys provide you with following services: Ping – Shows how long it takes for packets to reach host Traceroute – Traces the route of packets to destination host from our server DNS lookup – Look up DNS record WHOIS – Lists contact info for an IP or domain Port check – Tests if port is opened on specified IP Reverse lookup – Gets hostname by IP address Proxy checker – Detects a proxy server Mail relaying – Tests relaying capabilities of specified mail-server Bandwidth meter – Detects your download speed from our server Network calculator – Calculates subnet range by network mask Network mask calculator – Calculates network mask by subnet range Country by IP – Detects country by IP or hostname Unit converter – Converts values from one unit to another   Taken straight from their site. Thanks Ping.eu

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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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  • Alcatel-Lucent Boosts Broadband Over Copper To 300Mbps

    - by Ratman21
    alphadogg at Slashdot writes "Alcatel-Lucent has come up with a way to [0]move data at 300Mbps over copper lines. So far the results have only been reproduced in a lab environment — real products and services won't be available for at least a year. From the article: 'Researchers at the company's Bell Labs demonstrated the 300Mbps technology over a distance of 400 meters using VDSL2 (Very high bitrate Digital Subscriber Line), according to Stefaan Vanhastel, director of product marketing at Alcatel-Lucent Wireline Networks. The test showed that it can also do 100Mbps over a distance of 1,000 meters, he said. Currently, copper is the most common broadband medium. About 65 percent of subscribers have a broadband connection that's based on DSL, compared to 20 percent for cable and 12 percent for fiber, according to market research company Point Topic. Today, the average advertised DSL speeds for residential users vary between 9.2 Mbps and 1.9Mbps in various parts of the world, Point Topic said.'" Discuss this story at: http://tech.slashdot.org/comments.pl?sid=10/04/21/239243

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  • Windows Phone 7 : 1,5 millions d'unités écoulés en six semaines selon son vice-président marketing, bon ou mauvais chiffre ?

    Windows Phone 7 : 1.5 millions d'unités écoulés en six semaines Selon le vice-président marketing de l'OS, bon ou mauvais chiffre ? Lors d'une interview réalisée en interne, Achim Berg, le vise-président chargé du marketing du département Windows Phone, a déclaré que les constructeurs de téléphones partenaires de Microsoft, avaient écoulé 1.5 millions d'unités sous Windows Phone 7 depuis la sortie de l'OS. Très loin des 300 000 activations quotidienne d'Android, ce chiffre doit tout de même être relativisé. Il ne s'agit en effet pas du nombre d'activations par les nouveaux utilisateurs finaux, mais des appareils vendus aux importateurs et aux détaillants. Au...

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  • Commercial Software Development – presentation slide decks for DDD SouthWest 2.0

    - by Liam Westley
    Thanks to everyone who voted me onto the DDD SouthWest agenda, and a big thanks to all who attended the session and took the time to give feedback to rank me No.3 in the overall conference in presentation skills. There were some good feedback comments, which I'll try to make sure I take note of for future presentations. For those who came to the session, or even for those who were on one of the other tracks, I’ve uploaded the presentation for you to download.  I created a more simple, and smaller, PowerPoint without all the fancy animations and video clips, which is available as a compressed ZIP file,   http://www.tigernews.co.uk/blog-twickers/dddsw/commercialsoftwaredev-dddsw2.zip I also printed the presentation with speaker notes (which contain most of the information I was talking about) using PDFCreator, which is available as an Adobe Acrobat PDF here,   http://www.tigernews.co.uk/blog-twickers/dddsw/commercialsoftwaredev-dddsw2.pdf ... and if PowerPoint presentations don't do it for you, also thanks to Craig Murphy, you can watch a video of the presentation that I gave at DDD8 in Microsoft TVP, Reading,  http://vimeo.com/9216563

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  • Les offres TV des firmes informatiques ont-elles leur place sur le marché ? Google repousse la sienne suite aux mauvaises critiques

    Les offres TV des firmes informatiques ont-elles leur place sur le marché ? Google repousse la sienne suite aux mauvaises critiques Mise à jour du 20.12.2010 par Katleen La fièvre des box TV semblait avoir contaminé les plus grandes firmes informatiques : d'abord Apple, puis Google et Microsoft. Mais Mountain View vient d'annoncer ses réticences à poursuivre dans cette voie. La firme, qui devait lancer ses offres télévisuelles dans quelques jours lors du "Consumer Eclectronics Show", a décidé de les repousser. Pourquoi un tel revirement ? Suite aux premières critiques des professionnels qui ont pu tester le produit en avant première. Les retours ont été plutôt négatifs, quali...

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  • Two more Entity Framework videos on Pluralsight

    Two new videos that I have created for Visual Studio 2010 have just been published to Pluralsight On-Demand. If you dont have a Pluralsight subscription (yet), these videos are available as part of PODs free guest pass along with lots of other great content. The new vids are Exploring the Classes Generated from an Entity Data Model and Consuming an Entity Data Model from a Separate .NET Project. Theyll be available on the MSDN Data Developer center as well (msdn.microsoft.com/data) in the very...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Screen Corruption in half the screen only

    - by Guy DAmico
    About 50% of the my NATTY desktop screen is corrupted. Once that happens I can re-boot as many times as I want but the problem continues. If I logout and then into WINDOWS for a day I may be successful and boot UBUNTU with a good screen. The desktop is formatted correctly, there's no pixelation, rather there is a fine grained white crosshatch pattern covering the entire screen. If I open any application the screen corruption worsens eventually to the point I can no longer make out anything. I ran ram memory test w/o any errors. I have no display issues when running WINDOWS 7. Any ideas. My computer is a Dual Boot stock DELL 5150 w/3gig of ram an on board video.

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  • How do you dive into large code bases?

    - by miku
    What tools and techniques do you use for exploring and learning an unknown code base? I am thinking of tools like grep, ctags, unit-tests, functional test, class-diagram generators, call graphs, code metrics like sloccount and so on. I'd be interested in your experiences, the helpers you used or wrote yourself and the size of the codebase, with which you worked with. I realize, that this is also a process (happening over time) and that learning can mean "can give a ten minute intro" to "can refactor and shrink this to 30% of the size". Let's leave that open for now.

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  • How to enable SMART?

    - by Pratik Koirala
    I want to conduct a SMART test on my drive but it was disabled. So, i used sudo smartctl -s on /dev/sda but the result was smartctl 5.41 2011-06-09 r3365 [i686-linux-3.2.0-26-generic] (local build) Copyright (C) 2002-11 by Bruce Allen, http://smartmontools.sourceforge.net === START OF ENABLE/DISABLE COMMANDS SECTION === Error SMART Enable failed: scsi error aborted command Smartctl: SMART Enable Failed. A mandatory SMART command failed: exiting. To continue, add one or more '-T permissive' options. How to overcome this problem?

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  • This Week in Geek History: HAL Goes Live, First Alien Moon Landing, First Fighter Jet Ejection Seat

    - by Jason Fitzpatrick
    Every week we bring you interesting facts from the annuals of Geekdom. This week in Geek History saw the birth of HAL, the first landing on an alien moon, and the first real-world test of a fighter jet ejection seat. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Calvin and Hobbes Mix It Up in this Fight Club Parody [Video] Choose from 124 Awesome HTML5 Games to Play at Mozilla Labs Game On Gallery Google Translate for Android Updates to Include Conversation Mode and More Move Your Photoshop Scratch Disk for Improved Performance Winter Storm Clouds on the Horizon Wallpaper Existential Angry Birds [Video]

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  • Sigmatel sound card not working on an Dell XPS m2010

    - by ralph crowhurst
    I've installed Ubuntu 11.4 on my dell xps m2010 using wubi. Then booted up and could not connect to the Internet using 3three huawei e122 usb mobile broadband (I would like this to work also). I've managed to connect through a wireless network, I went to my favorite sites and was told I needed to install adobe flash player.This what I did players run and picture is good. But there is no sound! Then I've tried to play songs in Banshee, but no sound. I have checked everything in sound preferences including test speaker, there is sound. I have sigmatel sound card. Thanks

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  • Why Beta versions have so many bugs?

    - by Eugene
    When I worked in Microsoft on MSE antivirus, we had several stages of pre-release: Alpha, Beta, RC. The biggest difference between these stages were bug fixes. Each time we fixed more bugs, and usually updated some minor features. Apple works in the same way. Look here: http://www.techrepublic.com/article/pro-tip-how-to-create-a-bootable-usb-installer-for-os-x-yosemite/ They released a beta of Yosemite OS, but the beta is full of bugs. Why do these big companies work like this? Isn't it better to release a beta version that was tested very thoroughly but one that just doesn't provide all the features that the final version will provide?

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