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  • Como Exportar Crystal Reports a Excel, Word, Rich Text, PDF ó HTML

    - by jaullo
    Cuando trabajamos con reportes siempre requerimos la funcionalidad de exportación. En crystal reports para asp.net, realizar esta tarea es sumamente sencillo. Sin embargo la pregunta más grande que salta siempre, es como realizarlo utilizando código Behind. Para poder acceder a las librerias de crystal y sus componentes, primero debemos importar los espacios de nombres: Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Imports CrystalDecisions.CrystalReports.Engine Imports CrystalDecisions.Shared  CrystalDecisions.CrystalReports.Engine, nos servirá para poder manejar nuestro reportDocument y CrystalDecisions.Shared, será el medio que utilicemos para la exportación. Así que, veamos como podemos exportar nuestro informe sin tener que enviarlo a la impresora, recordemos que por defecto crystal reports ya tiene la opcion de exportar a PDF sin embargo debemos hacerlo tal como si fueramos a imprimir y que es lo que evitaremos acá. Colocamos un botón en nuestra pagina asp Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} <asp:Button ID="btntopdf" runat="server" Text="Exportar a PDF" /> Y en nuestro boton deberemos ejecutar la siguiente rutina: Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Protected Sub btntodpf_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles btntopdf.Click          'Cargar reporte. Enlazando a la fuente de datos.        LoadReporte()          'Mas adelante veremos que estas lineas las podemos obviar        Response.Buffer = False        Response.Clear()  'ClearContent, ClearHeaders          reporteDoc.ExportToHttpResponse(ExportFormatType.PortableDocFormat, Response, True, "NombreArchivo")       End Sub LoadReport, es el encargado de llenar nuestro crystal con la fuente de datos. Está fue la primer forma de exporta nuestro crystal reports, pero no es la única, así que vamos a ver otra forma en la cual utilizaremos el metodo v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} ExportToHttpResponse  Para este metodo, nuestro código en el botón cambia relativamente, pero antes de ello, daremos un repaso a los metodos utilizados. Nuestro primer parametro FormatType es un valor de tipo ExportFormatType, que puede corresponder a cualquiera de los metodos que enumeramos a continuación: CrystalReport: El formato al cual se exporta es de Tipo CrystalReport. Excel: El formato al cual se exporta es de tipo Excel ExcelRecord: El formato al cual se exporta es de Tipo Excel Record. NoFormat: No se ha especificado un formato de exportación. PortableDocFormat: El formato al cual se exporta es de Tipo PDF.  No voy a enumerar todos, pues me imagino que ya sabrán la idea de cada uno de los formatos, los numerados arriba son los mas importantes. Nuestro segundo parametro el objeto response nos permite adozar el archivo. Y por último, nuestro tercer parametro, definirá si debe ir como un objeto adjunto o no. Si lo colocamos en TRUE, estaremos enviando nuestro archivo como parametro, esto hará que no necesitemos las siguientes líneas de código: Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Response.Buffer = False Response.Clear()   Con esto realizado, ya contamos con la posibilidad de enviar el archivo directamente al cliente.   Ahora si, veamos cuanto se ha reducido nuestro código: Unicamente nos quedan dos líneas de código en nuestro botón Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}        'Cargar reporte. Enlazando a la fuente de datos.        LoadReport()          reporteDoc.ExportToHttpResponse(ExportFormatType.PortableDocFormat, Response, True, "NombreArchivo")   Para finalizar, nada mas decir que espero esto les sea de ayuda y por supuesto,  que les facilite la vida con el uso de crystal reports.

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  • ASP.NET Connections Fall 2011 Slides and Code

    - by Stephen Walther
    Thanks everyone who came to my talks at ASP.NET Connections in Las Vegas!  There was a definite theme to my talks this year…taking advantage of JavaScript to build a rich presentation layer. I gave the following three talks: JsRender Templates – Originally, I was scheduled to give a talk on jQuery Templates.  However, jQuery Templates has been deprecated and JsRender is the new technology which replaces jQuery Templates. In the talk, I give plenty of code samples of using JsRender.  You can download the slides and code samples RIGHT HERE   HTML5 – In this talk, I focused on the features of HTML5 which are the most interesting to developers building database-driven Web applications. In particular, I discussed Web Sockets,  Web workers, Web Storage, Indexed DB, and the Offline Application Cache. All of these features are supported by Safari, Chrome, and Firefox today and they will be supported by Internet Explorer 10. You can download the slides and code samples RIGHT HERE   Ajax Control Toolkit – My company, Superexpert, is responsible for developing and maintaining the Ajax Control Toolkit. In this talk, I discuss all of the bug fixes and new features which the developers on the Superexpert team have added to the Ajax Control Toolkit over the previous six months. We also had a good discussion of the features which people want in future releases of the Ajax Control Toolkit. The slides and code samples for this talk can be downloaded RIGHT HERE   I had a great time in Las Vegas!  Good questions, friendly audience, and lots of opportunities for me to learn new things!      -- Stephen

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  • Oracle OpenWorld Preview: Oracle WebCenter Sessions You Won’t Want to Miss

    - by Christie Flanagan
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The beginning of Oracle OpenWorld is only a few short days away. This week on the WebCenter blog, we’ll focus in on the sessions you definitely don’t want to miss while you’re in San Francisco next week.  Monday, October 1 will be a day focused on strategy.  Here are the sessions you want to add to your calendar: CON8268 - Oracle WebCenter Strategy: Engaging Your Customers. Empowering Your Business Monday, Oct 1, 10:45 AM - 11:45 AM - Moscone West – 3001 Start things off with Oracle WebCenter’s Christian Finn, Senior Director of Evangelism and Roel Stalman, VP of Product Management to learn more about the Oracle WebCenter strategy, and to understand where Oracle is taking the platform to help companies engage, customers, empower employees, and enable partners. This session will also feature Richard Backx, Business IT Architect/Consultant, for the Dutch telecom, KPN. Richard has played a key role in the roll-out of WebCenter products for KPN’s multibrand portals with a specific focus on creating the best customer journey platform for all the company’s digital channels. Business success starts with ensuring that everyone is engaged with the right people and the right information and can access what they need through the channel of their choice—web, mobile, or social. Are you giving customers, employees, and partners the best-possible experience? Come learn how you can! Dig deeper into WebCenter’s strategy for its ECM, portal, web experience management and social collaboration in the following sessions: CON8270 - Oracle WebCenter Content Strategy and Vision Monday, Oct 1, 12:15 PM - 1:15 PM - Moscone West – 3001 Oracle WebCenter Content provides a strategic content infrastructure for managing documents, images, e-mails, and rich media files. With a single repository, organizations can address any content use case, such as accounts payable, HR onboarding, document management, compliance, records management, digital asset management, or Website management. In this session, learn about future plans for how Oracle WebCenter will address new use cases as well as new integrations with Oracle Fusion Middleware and Oracle Applications, leveraging your investments by making your users more productive and error-free. CON8269 - Oracle WebCenter Sites Strategy and Vision Monday, Oct 1, 1:45 PM - 2:45 PM - Moscone West - 3009 Oracle’s Web experience management solution, Oracle WebCenter Sites, enables organizations to use the online channel to drive customer acquisition and brand loyalty. It helps marketers and business users easily create and manage contextually relevant, social, interactive online experiences across multiple channels on a global scale. In this session, learn about future plans for how Oracle WebCenter Sites will provide you with the tools, capabilities, and integrations you need in order to continue to address your customers’ evolving requirements for engaging online experiences and keep moving your business forward. CON8271 - Oracle WebCenter Portal Strategy and Vision Monday, Oct 1, 3:15 PM - 4:15 PM - Moscone West - 3001 To innovate and keep a competitive edge, organizations need to leverage the power of agile and responsive Web applications. Oracle WebCenter Portal enables you to do just that, by delivering intuitive user experiences for enterprise applications to drive innovation with composite applications and mashups. Attend this session to learn firsthand from Oracle WebCenter Portal customers like the Los Angeles Department of Water and Power, extend the value of existing enterprise applications, business processes, and content; delivers a superior business user experience; and maximizes limited IT resources. CON8272 - Oracle Social Network Strategy and Vision Monday, Oct 1, 4:45 PM - 5:45 PM - Moscone West - 3001 One key way of increasing employee productivity is by bringing people, processes, and information together—providing new social capabilities to enable business users to quickly correspond and collaborate on business activities. Oracle WebCenter provides a user engagement platform with social and collaborative technologies to empower business users to focus on their key business processes, applications, and content in the context of their role and process. Attend this session to hear how the latest social capabilities in Oracle Social Network are enabling organizations to transform themselves into social businesses.Attention WebCenter Customers: Last Day to RSVP for WebCenter Customer Appreciation Reception Oracle WebCenter partners Fishbowl Solutions, Fujitsu, Keste, Mythics, Redstone Content Solutions, TEAM Informatics, and TekStream invite Oracle WebCenter customers to a private cocktail reception at one of San Francisco's finest hotels. Please join us and fellow Oracle WebCenter customers for hors d'oeuvres and cocktails at this exclusive reception. Don't miss this opportunity to meet and talk with executives from Oracle WebCenter product management and product marketing, and premier Oracle WebCenter partners. We look forward to seeing you! RSVP today.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • SpellBook Parks Bookmarklets in Chrome’s Context Menu

    - by ETC
    If you want your bookmarklets right at your finger tips instead of stashed in your bookmarks menu, SpellBook is a handy Chrome extension that parks them right in the context menu. Install SpellBook and save your favorite bookmarklets in the “Bookmarklets” folder it creates for you. All the saved bookmarklets will be available in Chrome’s right-click context menu (as seen in the screenshot here). SpellBook is a free download and works wherever Chrome does. Hit up the link below to grab a copy. SpellBook [Chrome Extension Gallery via Download Squad] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • Move Files from a Failing PC with an Ubuntu Live CD

    - by Trevor Bekolay
    You’ve loaded the Ubuntu Live CD to salvage files from a failing system, but where do you store the recovered files? We’ll show you how to store them on external drives, drives on the same PC, a Windows home network, and other locations. We’ve shown you how to recover data like a forensics expert, but you can’t store recovered files back on your failed hard drive! There are lots of ways to transfer the files you access from an Ubuntu Live CD to a place that a stable Windows machine can access them. We’ll go through several methods, starting each section from the Ubuntu desktop – if you don’t yet have an Ubuntu Live CD, follow our guide to creating a bootable USB flash drive, and then our instructions for booting into Ubuntu. If your BIOS doesn’t let you boot using a USB flash drive, don’t worry, we’ve got you covered! Use a Healthy Hard Drive If your computer has more than one hard drive, or your hard drive is healthy and you’re in Ubuntu for non-recovery reasons, then accessing your hard drive is easy as pie, even if the hard drive is formatted for Windows. To access a hard drive, it must first be mounted. To mount a healthy hard drive, you just have to select it from the Places menu at the top-left of the screen. You will have to identify your hard drive by its size. Clicking on the appropriate hard drive mounts it, and opens it in a file browser. You can now move files to this hard drive by drag-and-drop or copy-and-paste, both of which are done the same way they’re done in Windows. Once a hard drive, or other external storage device, is mounted, it will show up in the /media directory. To see a list of currently mounted storage devices, navigate to /media by clicking on File System in a File Browser window, and then double-clicking on the media folder. Right now, our media folder contains links to the hard drive, which Ubuntu has assigned a terribly uninformative label, and the PLoP Boot Manager CD that is currently in the CD-ROM drive. Connect a USB Hard Drive or Flash Drive An external USB hard drive gives you the advantage of portability, and is still large enough to store an entire hard disk dump, if need be. Flash drives are also very quick and easy to connect, though they are limited in how much they can store. When you plug a USB hard drive or flash drive in, Ubuntu should automatically detect it and mount it. It may even open it in a File Browser automatically. Since it’s been mounted, you will also see it show up on the desktop, and in the /media folder. Once it’s been mounted, you can access it and store files on it like you would any other folder in Ubuntu. If, for whatever reason, it doesn’t mount automatically, click on Places in the top-left of your screen and select your USB device. If it does not show up in the Places list, then you may need to format your USB drive. To properly remove the USB drive when you’re done moving files, right click on the desktop icon or the folder in /media and select Safely Remove Drive. If you’re not given that option, then Eject or Unmount will effectively do the same thing. Connect to a Windows PC on your Local Network If you have another PC or a laptop connected through the same router (wired or wireless) then you can transfer files over the network relatively quickly. To do this, we will share one or more folders from the machine booted up with the Ubuntu Live CD over the network, letting our Windows PC grab the files contained in that folder. As an example, we’re going to share a folder on the desktop called ToShare. Right-click on the folder you want to share, and click Sharing Options. A Folder Sharing window will pop up. Check the box labeled Share this folder. A window will pop up about the sharing service. Click the Install service button. Some files will be downloaded, and then installed. When they’re done installing, you’ll be appropriately notified. You will be prompted to restart your session. Don’t worry, this won’t actually log you out, so go ahead and press the Restart session button. The Folder Sharing window returns, with Share this folder now checked. Edit the Share name if you’d like, and add checkmarks in the two checkboxes below the text fields. Click Create Share. Nautilus will ask your permission to add some permissions to the folder you want to share. Allow it to Add the permissions automatically. The folder is now shared, as evidenced by the new arrows above the folder’s icon. At this point, you are done with the Ubuntu machine. Head to your Windows PC, and open up Windows Explorer. Click on Network in the list on the left, and you should see a machine called UBUNTU in the right pane. Note: This example is shown in Windows 7; the same steps should work for Windows XP and Vista, but we have not tested them. Double-click on UBUNTU, and you will see the folder you shared earlier! As well as any other folders you’ve shared from Ubuntu. Double click on the folder you want to access, and from there, you can move the files from the machine booted with Ubuntu to your Windows PC. Upload to an Online Service There are many services online that will allow you to upload files, either temporarily or permanently. As long as you aren’t transferring an entire hard drive, these services should allow you to transfer your important files from the Ubuntu environment to any other machine with Internet access. We recommend compressing the files that you want to move, both to save a little bit of bandwidth, and to save time clicking on files, as uploading a single file will be much less work than a ton of little files. To compress one or more files or folders, select them, and then right-click on one of the members of the group. Click Compress…. Give the compressed file a suitable name, and then select a compression format. We’re using .zip because we can open it anywhere, and the compression rate is acceptable. Click Create and the compressed file will show up in the location selected in the Compress window. Dropbox If you have a Dropbox account, then you can easily upload files from the Ubuntu environment to Dropbox. There is no explicit limit on the size of file that can be uploaded to Dropbox, though a free account begins with a total limit of 2 GB of files in total. Access your account through Firefox, which can be opened by clicking on the Firefox logo to the right of the System menu at the top of the screen. Once into your account, press the Upload button on top of the main file list. Because Flash is not installed in the Live CD environment, you will have to switch to the basic uploader. Click Browse…find your compressed file, and then click Upload file. Depending on the size of the file, this could take some time. However, once the file has been uploaded, it should show up on any computer connected through Dropbox in a matter of minutes. Google Docs Google Docs allows the upload of any type of file – making it an ideal place to upload files that we want to access from another computer. While your total allocation of space varies (mine is around 7.5 GB), there is a per-file maximum of 1 GB. Log into Google Docs, and click on the Upload button at the top left of the page. Click Select files to upload and select your compressed file. For safety’s sake, uncheck the checkbox concerning converting files to Google Docs format, and then click Start upload. Go Online – Through FTP If you have access to an FTP server – perhaps through your web hosting company, or you’ve set up an FTP server on a different machine – you can easily access the FTP server in Ubuntu and transfer files. Just make sure you don’t go over your quota if you have one. You will need to know the address of the FTP server, as well as the login information. Click on Places > Connect to Server… Choose the FTP (with login) Service type, and fill in your information. Adding a bookmark is optional, but recommended. You will be asked for your password. You can choose to remember it until you logout, or indefinitely. You can now browse your FTP server just like any other folder. Drop files into the FTP server and you can retrieve them from any computer with an Internet connection and an FTP client. Conclusion While at first the Ubuntu Live CD environment may seem claustrophobic, it has a wealth of options for connecting to peripheral devices, local computers, and machines on the Internet – and this article has only scratched the surface. Whatever the storage medium, Ubuntu’s got an interface for it! Similar Articles Productive Geek Tips Backup Your Windows Live Writer SettingsMove a Window Without Clicking the Titlebar in UbuntuRecover Deleted Files on an NTFS Hard Drive from a Ubuntu Live CDCreate a Bootable Ubuntu USB Flash Drive the Easy WayReset Your Ubuntu Password Easily from the Live CD TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Tech Fanboys Field Guide Check these Awesome Chrome Add-ons iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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  • Social Business Forum Milano: Day 1

    - by me
    div.c50 {font-family: Helvetica;} div.c49 {position: relative; height: 0px; overflow: hidden;} span.c48 {color: #333333; font-size: 14px; line-height: 18px;} div.c47 {background-color: #ffffff; border-left: 1px solid rgba(0, 0, 0, 0.098); border-right: 1px solid rgba(0, 0, 0, 0.098); background-clip: padding-box;} div.c46 {color: #666666; font-family: arial, helvetica, sans-serif; font-weight: normal} span.c45 {line-height: 14px;} div.c44 {border-width: 0px; font-family: arial, helvetica, sans-serif; margin: 0px; outline-width: 0px; padding: 0px 0px 10px; vertical-align: baseline} div.c43 {border-width: 0px; margin: 0px; outline-width: 0px; padding: 0px 0px 10px; vertical-align: baseline;} p.c42 {color: #666666; font-family: arial, helvetica, sans-serif} span.c41 {line-height: 14px; font-size: 11px;} h2.c40 {font-family: arial, helvetica, sans-serif} p.c39 {font-family: arial, helvetica, sans-serif} span.c38 {font-family: arial, helvetica, sans-serif; font-size: 80%; font-weight: bold} div.c37 {color: #999999; font-size: 14px; font-weight: normal; line-height: 18px} div.c36 {background-clip: padding-box; background-color: #ffffff; border-bottom: 1px solid #e8e8e8; border-left: 1px solid rgba(0, 0, 0, 0.098); border-right: 1px solid rgba(0, 0, 0, 0.098); cursor: pointer; margin-left: 58px; min-height: 51px; padding: 9px 12px; position: relative; z-index: auto} div.c35 {background-clip: padding-box; background-color: #ffffff; border-bottom: 1px solid #e8e8e8; border-left: 1px solid rgba(0, 0, 0, 0.098); border-right: 1px solid rgba(0, 0, 0, 0.098); cursor: pointer; margin-left: 58px; min-height: 51px; padding: 9px 12px; position: relative} div.c34 {overflow: hidden; font-size: 12px; padding-top: 1px;} ul.c33 {padding: 0px; margin: 0px; list-style-type: none; opacity: 0;} li.c32 {display: inline;} a.c31 {color: #298500; text-decoration: none; outline-width: 0px; font-size: 12px; margin-left: 8px;} a.c30 {color: #999999; text-decoration: none; outline-width: 0px; font-size: 12px; float: left; margin-right: 2px;} strong.c29 {font-weight: normal; color: #298500;} span.c28 {color: #999999;} div.c27 {font-family: arial, helvetica, sans-serif; margin: 0px; word-wrap: break-word} span.c26 {border-width: 0px; width: 48px; height: 48px; border-radius: 5px 5px 5px 5px; position: absolute; top: 12px; left: 12px;} small.c25 {font-size: 12px; color: #bbbbbb; position: absolute; top: 9px; right: 12px; float: right; margin-top: 1px;} a.c24 {color: #999999; text-decoration: none; outline-width: 0px; font-size: 12px;} h3.c23 {font-family: arial, helvetica, sans-serif} span.c22 {font-family: arial, helvetica, sans-serif} div.c21 {display: inline ! important; font-weight: normal} span.c20 {font-family: arial, helvetica, sans-serif; font-size: 80%} a.c19 {font-weight: normal;} span.c18 {font-weight: normal;} div.c17 {font-weight: normal;} div.c16 {margin: 0px; word-wrap: break-word;} a.c15 {color: #298500; text-decoration: none; outline-width: 0px;} strong.c14 {font-weight: normal; color: inherit;} span.c13 {color: #7eb566; text-decoration: none} span.c12 {color: #333333; font-family: arial, helvetica, sans-serif; font-size: 14px; line-height: 18px} a.c11 {color: #999999; text-decoration: none; outline-width: 0px;} span.c10 {font-size: 12px; color: #999999; direction: ltr; unicode-bidi: embed;} strong.c9 {font-weight: normal;} span.c8 {color: #bbbbbb; text-decoration: none} strong.c7 {font-weight: bold; color: #333333;} div.c6 {font-family: arial, helvetica, sans-serif; font-weight: normal} div.c5 {font-family: arial, helvetica, sans-serif; font-size: 80%; font-weight: normal} p.c4 {font-family: arial, helvetica, sans-serif; font-size: 80%; font-weight: normal} h3.c3 {font-family: arial, helvetica, sans-serif; font-weight: bold} span.c2 {font-size: 80%} span.c1 {font-family: arial,helvetica,sans-serif;} Here are my impressions of the first day of the Social Business Forum in Milano A dialogue on Social Business Manifesto - Emanuele Scotti, Rosario Sica The presentation was focusing on Thesis and Anti-Thesis around Social Business My favorite one is: Peter H. Reiser ?@peterreiser social business manifesto theses #2: organizations are conversations - hello Oracle Social Network #sbf12 Here are the Thesis (auto-translated from italian to english) From Stress to Success - Pragmatic pathways for Social Business - John Hagel John Hagel talked about challenges of deploying new social technologies. Below are some key points participant tweeted during the session. 6hRhiannon Hughes ?@Rhi_Hughes Favourite quote this morning 'We need to strengthen the champions & neutralise the enemies' John Hagel. Not a hard task at all #sbf12 Expand Reply Retweet Favorite 8hElena Torresani ?@ElenaTorresani Minimize the power of the enemies of change. Maximize the power of the champions - John Hagel #sbf12 Expand Reply Retweet Favorite 8hGaetano Mazzanti ?@mgaewsj John Hagel change: minimize the power of the enemies #sbf12 Expand Reply Retweet Favorite 8hGaetano Mazzanti ?@mgaewsj John Hagel social software as band-aid for poor leadtime/waste management? mmm #sbf12 Expand Reply Retweet Favorite 8hElena Torresani ?@ElenaTorresani "information is power. We need access to information to get power"John Hagel, Deloitte &Touche #sbf12http://instagr.am/p/LcjgFqMXrf/ View photo Reply Retweet Favorite 8hItalo Marconi ?@italomarconi Information is power and Knowledge is subversive. John Hagel#sbf12 Expand Reply Retweet Favorite 8hdanielce ?@danielce #sbf12 john Hagel: innovation is not rational. from Milano, Milano Reply Retweet Favorite 8hGaetano Mazzanti ?@mgaewsj John Hagel: change is a political (not rational) process #sbf12 Expand Reply Retweet Favorite Enterprise gamification to drive engagement - Ray Wang Ray Wang did an excellent speech around engagement strategies and gamification More details can be found on the Harvard Business Review blog Panel Discussion: Does technology matter? Understanding how software enables or prevents participation Christian Finn, Ram Menon, Mike Gotta, moderated by Paolo Calderari Below are the highlights of the panel discussions as live tweets: 2hPeter H. Reiser ?@peterreiser @cfinn Q: social silos: mega trend social suites - do we create social silos + apps silos + org silos ... #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @cfinn A: Social will be less siloed - more integrated into application design. Analyatics is key to make intelligent decisions #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @MikeGotta - A: its more social be design then social by layer - Better work experience using social design. #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser Ram Menon: A: Social + Mobile + consumeration is coming together#sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser Q: What is the evolution for social business solution in the next 4-5 years? #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @cfinn Adoption: A: User experience is king - no training needed - We let you participate into a conversation via mobile and email#sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @MikeGotta A:Adoption - how can we measure quality? Literacy - Are people get confident to talk to a invisible audience ? #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser Ram Meno: A:Adoption - What should I measure ? Depend on business goal you want to active? #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser Q: How can technology facilitate adoption #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser #sbf12 @cfinn @mgotta Ram Menon at panel discussion about social technology @oraclewebcenter http://pic.twitter.com/Pquz73jO View photo Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser Ram Menon: 100% of data is in a system somewhere. 100% of collective intelligence is with people. Social System bridge both worlds Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser #sbf12 @MikeGotta Adoption is specific to the culture of the company Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @cfinn - drive adoption is important @MikeGotta - activity stream + watch list is most important feature in a social system #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @MikeGotta Why just adoption? email as 100% adoption? #sbf12 Expand Reply Delete Favorite 2hPeter H. Reiser ?@peterreiser @MikeGotta Ram Menon respond: there is only 1 questions to ask: What is the adoption? #sbf12 @socialadoption you like this ? #sbf12 Expand Reply Delete Favorite 3hPeter H. Reiser ?@peterreiser @MikeGotta - just replacing old technology (e.g. email) with new technology does not help. we need to change model/attitude #sbf12 Expand Reply Delete Favorite 3hPeter H. Reiser ?@peterreiser Ram Menon: CEO mandated to replace 6500 email aliases with Social Networking Software #sbf12 Expand Reply Delete Favorite 3hPeter H. Reiser ?@peterreiser @MikeGotta A: How to bring interface together #sbf12 . Going from point tools to platform, UI, Architecture + Eco-system is important Expand Reply Delete Favorite 3hPeter H. Reiser ?@peterreiser Q: How is technology important in Social Business #sbf12 A:@cfinn - technology is enabler , user experience -easy of use is important Expand Reply Delete Favorite 3hPeter H. Reiser ?@peterreiser @cfinn particiapte in panel "Does technology matter? Understanding how software enables or prevents participation" #sbf #webcenter

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  • SQL SERVER- Differences Between Left Join and Left Outer Join

    - by pinaldave
    There are a few questions that I had decided not to discuss on this blog because I think they are very simple and many of us know it. Many times, I even receive not-so positive notes from several readers when I am writing something simple. However, assuming that we know all and beginners should know everything is not the right attitude. Since day 1, I have been keeping a small journal regarding questions that I receive in this blog. There are around 200+ questions I receive every day through emails, comments and occasional phone calls. Yesterday, I received a comment with the following question: What are the differences between Left Join and Left Outer Join? Click here to read original comment. This question has triggered the threshold of receiving the same question repeatedly. Here is the answer: There is absolutely no difference between LEFT JOIN and LEFT OUTER JOIN. The same is true for RIGHT JOIN and RIGHT OUTER JOIN. When you use LEFT JOIN keyword in SQL Server, it means LEFT OUTER JOIN only. I have already written in-depth visual diagram discussing the JOINs. I encourage all of you to read the article for further understanding of the JOINs: Read Introduction to JOINs – Basic of JOINs Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Joins, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Remapping keyboard to get extra cursor keys - but why stick to VIM standard hjkl

    - by Carlo V. Dango
    Inspired from VIM I recently remapped my keyboard layout to get extra keys for cursor movement. Being fluent in both QWERTY and DVORAK, it came quite natural to me to remap the DF and JK keys rather than the VIM standard hjkl keys. Here is my reasoning It enables me to quickly identify cursor keys since F and J are physically marked on my keyboard I'm using two hands for movement rather than one. I guess from DVORAK I learned to appreciate shifting between hands rather than using primarily one hand. It maps well with the Kinesis keyboard mapping http://www.kinesis-ergo.com/advantage.htm that I use occasionally. I feel I'm using my strongest fingers. I don't have to stretch my right index finger to read H as I would using the VIM layout. However, since I am still doing green field explorations on the cursor key remapping, I'd like others to share their experiences and/or criticize my suggested mapping. PS. If you want to toy around with my remapping using Autohotkey here is my script ; extra cursor keys. !d:: Send {Left} <^>!d:: Send {Left} !f:: Send {Right} <^>!f:: Send {Right} !j:: Send {Up} <^>!j:: Send {Up} !k:: Send {Down} <^>!k:: Send {Down} The question Is this mapping sane or is the VIM mapping superior?

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  • Silverlight Cream for April 23, 2010 -- #845

    - by Dave Campbell
    In this Issue: Jason Allor, Bill Reiss, Mike Snow, Tim Heuer, John Papa, Jeremy Likness, and Dave Campbell. Shoutouts: You saw it at MIX10 and DevConnections... now you can give it a dance, John Papa announced eBay Simple Lister Beta Now Available Mike Snow posted some info about and a link to his new Flickr/Bing/Google High End Image Viewer and he's looking for feedback From SilverlightCream.com: Hierarchical Data Trees With A Custom DataSource Jason Allor is rounding out a series here in his new blog (bookmark it), and he's created his own custom HierarchicalDataSource class for use with the TreeView. Space Rocks game step 11: Start level logic Bill Reiss has Episode 11 up in his Space Rocks game ... working on NewGame and start level logic Silverlight Tip of the Day #3 – Mouse Right Clicks Mike Snow has Tip 3 up ... about handling right-mouse clicks in Silverlight 4 -- oh yeah, we got right mouse now ... grab Mike's project to check it out. Silverlight 4 enables Authorization header modification Tim Heuer talks about the ability to modify the Authorization header in network calls with Silverlight 4. He gives not only the quick-and-dirty of how to use it, but has some good examples, code, and code results for show and tell. WCF RIA Services - Hands On Lab John Papa built a bookstore app in roughly 10 minutes in the keynote at DevConnections. He now has a tutorial on doing just that plus all the code up. Transactions with MVVM Not strictly Silverlight (or WPF), but Jeremy Likness has an interesting article up on MVVM and transaction processing. Read the post then grab his helper class. Your First Windows Phone 7 Application As with the First Silverlight App a couple weeks ago, if you've got any WP7 experience at all, just keep going... this is for folks that have not looked at it yet, have not downloaded anything... oh, and it's by Dave Campbell Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Get the Latest on MySQL Enterprise Edition

    - by monica.kumar
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mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}p.MsoListParagraphCxSpFirst, li.MsoListParagraphCxSpFirst, div.MsoListParagraphCxSpFirst {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}p.MsoListParagraphCxSpMiddle, li.MsoListParagraphCxSpMiddle, div.MsoListParagraphCxSpMiddle {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; 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mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}.MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;}@page WordSection1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;}div.WordSection1 {page:WordSection1;} /* List Definitions */ @list l0 {mso-list-id:595597020; mso-list-type:hybrid; mso-list-template-ids:1001697690 67698689 67698691 67698693 67698689 67698691 67698693 67698689 67698691 67698693;}@list l0:level1 {mso-level-number-format:bullet; mso-level-text:?; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in; font-family:Symbol;}ol {margin-bottom:0in;}ul {margin-bottom:0in;}--Oracle just announced MySQL 5.5 Enterprise Edition. MySQL Enterprise Edition is a comprehensive subscription that includes:- MySQL Database- MySQL Enterprise Backup- MySQL Enterprise Monitor- MySQL Workbench- Oracle Premier Support; 24x7, WorldwideNew in this release is the addition of MySQL Enterprise Backup and MySQL Workbench along with enhancements in MySQL Enterprise Monitor. Recent integration with MyOracle Support allows MySQL customers to access the same support infrastructure used for Oracle Database customers. Joint MySQL and Oracle customers can experience faster problem resolution by using a common technical support interface. Supporting multiple operating systems, including Linux and Windows, MySQL Enterprise Edition can enable customers to achieve up to 90 percent TCO savingsover Microsoft SQL Server. See what Booking.com is saying:“With more than 50 million unique monthly visitors, performance and uptime are our first priorities,” said Bert Lindner, Senior Systems Architect, Booking.com. “The MySQL Enterprise Monitor is an essential tool to monitor, tune and manage our many MySQL instances. It allows us to zoom in quickly on the right areas, so we can spend our time and resources where it matters.” Read the press release for detailson technology enhancements.

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • SOA Governance Book

    - by JuergenKress
    Thomas Erl and Ann Thomas Manes and many additional authors, launched the SOA Governance book, the latest  book in the SOA series at the SOA & Cloud Symposium 2011. Within the SOA manifesto panel Ann Thomas Manes highlighted the importance of governance for SOA projects. Governance should include what is in for myself make it easy  leadership model share values For more information about the SOA Governance book listen to the podcast series: The Importance of Strong Governance for SOA Projects Listen The Launch of “SOA Governance: Governing Shared Services On-Premise and in the Cloud” Listen The Secret to SOA Governance: Getting the Right People to do the Right Things at the Right Time Listen Understanding SOA Governance Listen Want to receive a free copy of the SOA Governance book? The first 10 persons (in EMEA) who send us a screenshot of their SOA Certified Implementation Specialist certificate will receive one! Please send us an e-mail with the screenshot and your postal shipping address! For additional books on SOA & BPM please visit our publications wiki For details please become a member in the SOA Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) Blog Twitter LinkedIn Mix Forum Wiki Website echnorati Tags: Thomas Erl,SOA Governance,Ann Thomas Manes,SOA Community,Jürgen Kress,SOA Symposium

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  • Learning advanced java skills

    - by moe
    I've been programming in java for a while and I really like the language, I've mostly just done game programming, but I want to get a feel for some of the more commonly used api's and frameworks and just get a generally more well-rounded grasp of the language and the common libraries in the current job market. From what I found things like spring, hibernate, and GWT are pretty in demand right now. I looked at some tutorials online and they weren't hard to follow but I really felt like I had no context for what I was learning - I had no idea how any of it would be use in a real work environment. I know nothing can rival the benefit I'd get from actual work experience but that's not an option for me right now, I need another way to learn these technologies in a way where I'll at least feel comfortable working with them and know what I'm doing beyond just understanding what code does what. I checked out a few books but they were all really old(like pre-2006, am I right to assume those books would be kind of out of date today?) or required experience with libraries that I didn't have and can't get. I hate getting stuck looking for the best resource to learn something instead of spending my time actually learning. All I really want is someone to point me to a resource(website or ebook) that is aimed at already experienced java developers and will not only teach me some interesting useful java technology(anything that is useful, I dont know much outside of graphics libraries and game related things so I was thinking some database or web programming api's) but also give me a good perspective of it and leave me feeling confident that I could actually use what I learned on a practical application. If my post makes you think I'm not yet experienced to be learning these things, which I doubted earlier today but am now starting to question, then what do you think is the next step for me? I just want to get better at java. Thanks everyone

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  • “Big Data” Is A Small Concept Unless You Can Apply It To The Customer Experience

    - by Michael Hylton
    There’s been a lot of recent talk in the industry about “big data”.  Much can be said about the importance of big data and the results from it, but you need to always consider the customer experience when analyzing and applying customer data. Personalization and merchandising drive the user experience.  Big data should enable you to gain valuable insight into each of your customers and apply that insight at the moment they are on your Web site, talking to one of your call center agents, or any other touchpoint.  While past customer experience is important, you need to combine that with what your customer is doing on your Web site now as well what they are doing and saying on social networking sites.  It’s key to have a 360 degree view of your customer across all of your touchpoints in order to provide that relevant and consistent experience that they come to expect when interacting with your brand. Big data can enable you to effectively market, merchandize, and recommend the right products to the right customers and the right time.  By taking customer data and applying it to product recommendations, you have an opportunity to gain a greater share of wallet through the cross-selling and up-selling of additional products and services.  You can also build sustaining loyalty programs to continue to engage with your customers throughout their long-term relationship with your brand.

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  • “Big Data” Is A Small Concept Unless You Can Apply It To The Customer Experience

    - by Michael Hylton
    There’s been a lot of recent talk in the industry about “big data”.  Much can be said about the importance of big data and the results from it, but you need to always consider the customer experience when analyzing and applying customer data. Personalization and merchandising drive the user experience.  Big data should enable you to gain valuable insight into each of your customers and apply that insight at the moment they are on your Web site, talking to one of your call center agents, or any other touchpoint.  While past customer experience is important, you need to combine that with what your customer is doing on your Web site now as well what they are doing and saying on social networking sites.  It’s key to have a 360 degree view of your customer across all of your touchpoints in order to provide that relevant and consistent experience that they come to expect when interacting with your brand. Big data can enable you to effectively market, merchandize, and recommend the right products to the right customers and the right time.  By taking customer data and applying it to product recommendations, you have an opportunity to gain a greater share of wallet through the cross-selling and up-selling of additional products and services.  You can also build sustaining loyalty programs to continue to engage with your customers throughout their long-term relationship with your brand.

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  • 5.1 sound in Unity3d 3.5

    - by N0xus
    I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different audio spots. However, when I go to run my game, all I get is flat sound coming out of my front two speakers. Even then, these don't play the sound they should (front speaker should play "front speaker" right should play "right speaker" and so). Both speakers just end up playing the entire sound file. I've tried looking to see if there is a parameter that I have missed, but information on how to set up 5.1 sound in Unity is lacking (or my google skills aren't that good) and I can't get it to work as intended. Could someone please either tell me what I'm missing, or point me in the right direction? My audio source is situated at point (0, 0, 0) with my camera also being in the same point. I've moved about the scene but the same thing happens as I've already described.

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  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

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  • How to scroll in the physical world AndEngine?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • SQL SERVER – How to Change Compatibility of Database to SQL Server 2014

    - by Pinal Dave
    Yesterday I wrote about how we can install SQL Server 2014. Right after the blog post was live, I received a question from the developer that he has installed SQL Server 2014 and attached a database file from previous version of SQL Server. Right after attaching database, he was not able to work with the latest features of Cardinality Estimation. As soon as he sent me email I realize what has happened exactly. When he attached database, the database compatibility was set to still of the earlier version of SQL Server. To use most of the latest features of SQL Server 2014, one has to change the compatibility level of the database to the latest version (i.e. 120). Here are two different ways how we can change the compatibility of database to SQL Server 2014′s version. 1) Using Management Studio For this method first to go database and right click over it. Now select properties. On this screen user can change the compatibility level to 120. 2) Using T-SQL Script. You can execute following script and change the compatibility settings to 120. USE [master] GO ALTER DATABASE [AdventureWorks2012] SET COMPATIBILITY_LEVEL = 120 GO   Well, it is that easy :-) Reference: Pinal Dave (http://blog.SQLAuthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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