Search Results

Search found 7026 results on 282 pages for 'ms velocity'.

Page 109/282 | < Previous Page | 105 106 107 108 109 110 111 112 113 114 115 116  | Next Page >

  • How to get the Exact Collision Point and ignore the collision (from 2 "ghost bodies")

    - by Moritz
    I have a very basic problem with Box2D. For a arenatype game where you can throw scriptable "missiles" at other players I decided to use Box2D for the collision detection between the players and the missiles. Players and missiles have their own circular shape with a specific size (varying). But I don´t want to use dynamic bodies because the missiles need to move themselve in any way they want to (defined in the script) and shouldnt be resolved unless the script wants it. The behavior I look for is as following (for each time step): velocity of missiles is set by the specific missile script each missile is moved according to that velocity if a collision accurs now, I want to get the exact position of impact, and now I need a mechanism to decide if the missile should just ignore the collision (for example collision between two fireballs which shouldnt interact) or take it (so they are resolved and dont overlap anymore) So is there a way in Box2D to create Ghost bodies and listen to collisions from them, then deciding if they should ignore the collision or should take them and resolve their position? I hope I was clear enough and would be happy about any help!

    Read the article

  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

    Read the article

  • Rotating text using CSS

    - by Renso
    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-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;} Goal: Rotating text using css only. How: Surprisingly IE supports this feature rather well. You could use property filters in IE, but since this is only supported on IE browsers, I would not recommend it. CSS3, still in proposal state, has a "writing-mode" property for doing this. It has been part of IE's browser engine since IE5.5. Now that it is part of the CSS3 draft specification, would be the best way to implement this going forward. Webkit based browsers; Firefox 3.5+, Opera 11 and IE9 implement this feature differently by utilizing the transform property. Without using third-party JavaScript or CSS properties, we can use the CSS3 "writing-mode" property, supported from IE5.5 up to IE8, the latter adding addition formatting options through -ms extensions. <style type="text/css"> .rightToLeft{ writing-mode: tb-rl; } </style> <p class="rightToLeft">This is my text</p> This will rotate the text 90 degrees, starting from the right to the left. Here are all the options: ·         lr-tb – Default value, left to right, top to bottom ·         rl-tb – Right to left, top to bottom ·         tb-rl – Vertically; top to bottom, right to left ·         bt-rl – Vertically; bottom to top, right to left ·         tb-lr – Available in IE8+: -ms-writing-mode; top to bottom, left to right ·         bt-lr – Bottom to top, left to right ·         lr-bt – Left to right, bottom to top What about Firefox, Safari, etc.? The following techniques need to be used on Webkit browsers like Firefox, Opera 11, Google Chrome and IE9. These browsers require their proprietary vendor extensions: -moz-, -webkit-, -o- and -ms-. -webkit-transform: rotate(90deg);    -moz-transform: rotate(90deg); -ms-transform: rotate(90deg); -o-transform: rotate(90deg); transform: rotate(90deg);

    Read the article

  • #altnetseattle - Kanban

    - by GeekAgilistMercenary
    The two main concepts of Kanban is to keep the queues minimum and to maintain visibility. Management/leadership needs to make sure the Kanban Queue doesn’t get starved.  This is key and also very challenging, being the queue needs to be minimal but also can’t get too small during the course of work.  This is to maintain maximum velocity. Phases of the Kanban need to be kept flowing too, bottlenecks need removed ASAP when brought up. Victory Wall – I dig that idea.  Somewhere to look to see the success of the team. The POs work in Rally or other tools for some client management, but it causes issues with the lack of "visibility" – a key fundamental ideal & part of Kanban. One of the big issues is fitting things into a sprint, when Kanban is used with Scrum, but longer sprints are wasteful. Kanban work sizes are of a set size. At this point I got a bit side tracked by the actual conversation and missed out on note taking.  Overall, people doing Kanban and Lean Style Software Development I would say are some of the happiest coders around.  The clean focus, good velocity, sizing, and other approaches that are inferred by Kanban help developers be the rock stars and succeed. This is definitely a topic I will be commenting on a lot more in the near future.

    Read the article

  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

    Read the article

  • What to do when TDD tests reveal new functionality that is needed that also needs tests?

    - by Joshua Harris
    What do you do when you are writing a test and you get to the point where you need to make the test pass and you realize that you need an additional piece of functionality that should be separated into its own function? That new function needs to be tested as well, but the TDD cycle says to Make a test fail, make it pass then refactor. If I am on the step where I am trying to make my test pass I'm not supposed to go off and start another failing test to test the new functionality that I need to implement. For example, I am writing a point class that has a function WillCollideWith(LineSegment): public class Point { // Point data and constructor ... public bool CollidesWithLine(LineSegment lineSegment) { Vector PointEndOfMovement = new Vector(Position.X + Velocity.X, Position.Y + Velocity.Y); LineSegment pointPath = new LineSegment(Position, PointEndOfMovement); if (lineSegment.Intersects(pointPath)) return true; return false; } } I was writing a test for CollidesWithLine when I realized that I would need a LineSegment.Intersects(LineSegment) function. But, should I just stop what I am doing on my test cycle to go create this new functionality? That seems to break the "Red, Green, Refactor" principle. Should I just write the code that detects that lineSegments Intersect inside of the CollidesWithLine function and refactor it after it is working? That would work in this case since I can access the data from LineSegment, but what about in cases where that kind of data is private?

    Read the article

  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

    Read the article

  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

    Read the article

  • Issues Converting Plain Text Into Microsoft Word Bulleted Lists

    - by user787832
    I'm a programmer. I hate status reports. I found a way to live with it. While I am working in my IDE ( Visual Slickedit ) I keep a plain text file open in one of the file/buffer tabs. As I finish things I just jot down a quick note into that file. At the end of the week that becomes my weekly status report. Example entries: The Datatables.net plugin runs very slowly in IE 8 with more than 2,000 records. I changed the way I did the server side code to process the data to make less work for the plugin to get decent performance for the IE 8 users. I made a class to wrap data from the new data collection objects into the legacy data holder objects. This will let the new database code be backward compatible with the legacy code until we can replace it. I found the bug reported by Jane. The software is fine. The database we use for the test site has data that is corrupted in a way it wouldn't be for production site At the end of the month I go back to each weekly *.txt file and paste all of the entries into a MS Word file for a monthly report. I give the monthly report to a liason to the contracting company who has to compile everyone's monthly reports into a single MS Word 2007 document. His problem, soon to be my problem, comes when he highlights my paragraphs like the ones above to put bullets in front of my paragraphs. When he highlights my notes to put bullets in front of them with MS Word 2007, Word rearranges the text a bit and the new line chars/carriage returns stagger the text so the text is no longer in neat chunks. This: I found the bug reported by Jane. The software is fine. The database we use for the test site has data that is corrupted in a way it wouldn't be for production site Becomes This: I found the bug reported by Jane. The software is fine. The database we use for the test site has data that is corrupted in a way it wouldn't be for production site I tried turning word wrap on in my IDE for the text files I put my status notes in. It just puts some kind of newline character in anyway. Searching/Replacing those chars in the text files has the result of destroying the paragraphs. Once my notes are pasted into MS Word, Word automatically translates them into paragraph breaks. Searching/Replacing them there has similar results. Blank lines separating the notes disappears. One big mess. What I would like is to be able to keep adding my status notes to a text file as I am now, but do something different when I paste the notes into MS Word such that my liason can select the text, hit the bulleting command and NOT have the staggered text as shown above. Any ideas? Thanks much in advance Steve

    Read the article

  • Trouble with speed and vectors

    - by Eegabooga
    I'm working on adding bullets to my game. Right now I can shoot bullets in the direction that I would like from a ship by getting the ship's angle: int speed = 5; int dx = -(cos(degreesToRadians(ship.angle)) * speed); // rate of change in the x direction int dy = -(sin(degreesToRadians(ship.angle)) * speed); // rate of change in the y direction bulletPosition.addX(dx); // addX(dx) is simply bulletPosition.x += dx bulletPosition.addY(dy); The ship is pretty much the exact same thing, except I use the += operator: int dx += -(cos(degreesToRadians(angle)) * 0.15) int dy += -(sin(degreesToRadians(angle)) * 0.15); shipPosition.addX(dx); shipPosition.addY(dy); I would like to be able to add the ship's velocity to the bullet's velocity, but I'm a little confused as to how should get the speed from the ship's vector. I thought that adding the ship's dx to the bullet's dx like int dx = -(cos(degreesToRadians(ship.angle)) * speed * dx) would work because I'm adding the rate of change of the ship to the rate of change of the bullet, but that doesn't work. So here's the final question: How can I get the speed of my ship and apply it to my bullet's speed? Thanks in advance for all help :)

    Read the article

  • When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine

    - by Vlad1k
    I am making a small project in Unity, and whenever I walk with the gun and shoot at the same time, the bullets seem to curve and shoot off 2-3 CMs from the center. When I stand still this doesn't happen. This is my main Javascript code: @script RequireComponent(AudioSource) var projectile : Rigidbody; var speed = 500; var ammo = 30; var fireRate = 0.1; private var nextFire = 0.0; function Update() { if(Input.GetButton ("Fire1") && Time.time > nextFire) { if(ammo != 0) { nextFire = Time.time + fireRate; var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); ammo = ammo - 1; audio.Play(); } else { } } } I assume that these two lines need to be tweaked: var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); Thanks in advanced, and please remember that I just started Unity, and I might have a difficult time understanding some things. Thanks!

    Read the article

  • Dynamic Jump spot

    - by Pasquale Sada
    I have an initial velocity V(Vx,Vy,VZ) and a spot where he stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacle around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized;

    Read the article

  • Html.ValidationSummary and Multiple Forms

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/html.validationsummary-and-multiple-forms.aspxThe Html.ValidationSummary helper writes a div with a list of general errors added to the model state while a request is being serviced. There is generally one form per view or partial view, I think, so often there is only one call to Html.ValidationSummary in the page resulting from the assembly of your views. And, consequently, there is no problem with the markup that Html.ValidationSummary spits out as a result. What if you want to put multiple forms in one view? Even if you create a view model that’s an aggregate of the view models for each form, the error validation summary is going to contain errors from both forms. Check out this screen shot, which shows a page with multiple forms. Notice how the error validation summary shows up twice. Grrr! Errors for the login form also show up in the registration form. Luckily, there is an easy way around this. Pull the errors out of the model state and separate them for each form. You’ll need to identify the appropriate form by setting the key when you make calls to ModelState.AddModelError. Assume in my example that errors for the login form are added to model state using the “LoginForm” key. And, likewise, assume that errors for the registration form are added to model state using the “RegistrationForm” key. An example of that might look like this… // If we got this far, something failed, redisplay form ModelState.AddModelError("LoginForm", "User name or password is not right..."); return View(model); Over in the code for your View, you can pull each form’s errors from the model state using lambda expressions that look like these… var LoginFormErrors = ViewData.ModelState.Where(ms => ms.Key == "LoginForm"); var RegistrationFormErrors = ViewData.ModelState.Where(ms => ms.Key == "RegistrationForm"); Now that you have two collections containing errors, you can display only the errors specific to each form. I’m doing that in my code by removing the calls to Html.ValidationSummary and replacing them with enumerators that look like this… if(LoginFormErrors.Count() > 0) { <div class="cdt-error-list">     <ul>     @foreach (var entry in LoginFormErrors)     {         foreach (var error in entry.Value.Errors)         {             <li>@error.ErrorMessage</li>         }     }     </ul> </div> } …and for the registration form, the code looks like this… @if(RegistrationFormErrors.Count() > 0) { <div class="cdt-error-list">     <ul>     @foreach (var entry in RegistrationFormErrors)     {         foreach (var error in entry.Value.Errors)         {             <li>@error.ErrorMessage</li>         }     }     </ul> </div> } The result is a nice clean separation of the list of errors that are specific to each form. And, this is important because each form is submitted separately in my case, so both forms don’t generate errors in the same context. As you’ll see in the screen shot below, errors added to the model state when the login form is submitted do not show up in the registration form’s validation summary.

    Read the article

  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

    Read the article

  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

    Read the article

  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

    Read the article

  • NHibernate which cache to use for WinForms application

    - by chiccodoro
    I have a C# WinForms application with a database backend (oracle) and use NHibernate for O/R mapping. I would like to reduce communication to the database as much as possible since the network in here is quite slow, so I read about second level caching. I found this quite good introduction, which lists the following available cache implementations. I'm wondering which implementation I should use for my application. The caching should be simple, it should not significantly slow down the first occurrence of a query, and it should not take much memory to load the implementing assemblies. (With NHibernate and Castle, the application already takes up to 80 MB of RAM!) Velocity: uses Microsoft Velocity which is a highly scalable in-memory application cache for all kinds of data. Prevalence: uses Bamboo.Prevalence as the cache provider. Bamboo.Prevalence is a .NET implementation of the object prevalence concept brought to life by Klaus Wuestefeld in Prevayler. Bamboo.Prevalence provides transparent object persistence to deterministic systems targeting the CLR. It offers persistent caching for smart client applications. SysCache: Uses System.Web.Caching.Cache as the cache provider. This means that you can rely on ASP.NET caching feature to understand how it works. SysCache2: Similar to NHibernate.Caches.SysCache, uses ASP.NET cache. This provider also supports SQL dependency-based expiration, meaning that it is possible to configure certain cache regions to automatically expire when the relevant data in the database changes. MemCache: uses memcached; memcached is a high-performance, distributed memory object caching system, generic in nature, but intended for use in speeding up dynamic web applications by alleviating database load. Basically a distributed hash table. SharedCache: high-performance, distributed and replicated memory object caching system. See here and here for more info My considerations so far were: Velocity seems quite heavyweight and overkill (the files totally take 467 KB of disk space, haven't measured the RAM it takes so far because I didn't manage to make it run, see below) Prevalence, at least in my first attempt, slowed down my query from ~0.5 secs to ~5 secs, and caching didn't work (see below) SysCache seems to be for ASP.NET, not for winforms. MemCache and SharedCache seem to be for distributed scenarios. Which one would you suggest me to use? There would also be a built-in implementation, which of course is very lightweight, but the referenced article tells me that I "(...) should never use this cache provider for production code but only for testing." Besides the question which fits best into my situation I also faced problems with applying them: Velocity complained that "dcacheClient" tag not specified in the application configuration file. Specify valid tag in configuration file," although I created an app.config file for the assembly and pasted the example from this article. Prevalence, as mentioned above, heavily slowed down my first query, and the next time the exact same query was executed, another select was sent to the database. Maybe I should "externalize" this topic into another post. I will do that if someone tells me it is absolutely unusual that a query is slowed down so much and he needs further details to help me.

    Read the article

  • COM Object Method Invoke Exception - Silverlight 4

    - by Adam Driscoll
    I'm trying to use the new AutomationFactory provided with Silverlight 4 to call a .NET COM class. .NET COM-Exposed Class: public class ObjectContainer { public bool GetObject([Out, MarshalAs((UnmanagedType.IUnknown)] out object obj) { obj = new SomeOtherObj(); return true; } } Silverlight Assembly: dynamic objectContainer; try { objectContainer = AutomationFactory.GetObject(ProgId); } catch { objectContainer = AutomationFactory.CreateObject(ProgId); } object obj; if (!objectContainer.GetObject(out obj)) { throw new Exception(); } When I call objectContainer.GetObject(out obj) an exception is thrown stating: Value does not fall within the expected range. at MS.Internal.ComAutomation.ComAutomationNative.CheckInvokeHResult(UInt32 hr, String memberName, String exceptionSource, String exceptionDescription, String exceptionHelpFile, UInt32 exceptionHelpContext) at MS.Internal.ComAutomation.ComAutomationNative.Invoke(Boolean tryInvoke, String memberName, ComAutomationInvokeType invokeType, ComAutomationInteropValue[] rgParams, IntPtr nativePeer, ComAutomationInteropValue& returnValue) at MS.Internal.ComAutomation.ComAutomationObject.InvokeImpl(Boolean tryInvoke, String name, ComAutomationInvokeType invokeType, Object& returnValue, Object[] args) at MS.Internal.ComAutomation.ComAutomationObject.Invoke(String name, ComAutomationInvokeType invokeType, Object[] args) at System.Runtime.InteropServices.Automation.AutomationMetaObjectProvider.TryInvokeMember(InvokeMemberBinder binder, Object[] args, Object& result) at System.Runtime.InteropServices.Automation.AutomationMetaObjectProviderBase.<.cctorb__4(Object obj, InvokeMemberBinder binder, Object[] args) at CallSite.Target(Closure , CallSite , Object , String , Object& ) at CallSite.Target(Closure , CallSite , Object , String , Object& ) at ApplicationModule.ObjectContainer.GetObject() Wha's the deal?

    Read the article

  • Cannot resolve TargetName - Silverlight4 C#

    - by Redburn
    I am getting the error Cannot resolve TargetName grdGeneral. What I am trying to do is have a fade out function which accepts a grid and fades the opacity to zero. I have this function called on MouseLeftButtonDown and is loaded after the xaml and form has loaded. Calling the fade out: private void imgNext_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { fadeOut(grdGeneral); } The fade out function: private void fadeOut(Grid pGrid) { Storyboard stb = new Storyboard(); DoubleAnimation da = new DoubleAnimation(); da.From = 1.0; da.To = 0.0; stb.Duration = new Duration(TimeSpan.FromSeconds(.75)); stb.Children.Add(da); Storyboard.SetTargetName(da, pGrid.Name); Storyboard.SetTargetProperty(da, new PropertyPath(Grid.OpacityProperty)); stb.Begin(); } I have been on a handful of tutorial sites and my code seems to follow the same order. I also have been on this stackoverflow question before you say repost. That question has to deal with mutlipages and I am merely trying to start a animation. The Stack Trace System.InvalidOperationException was unhandled by user code Message=Cannot resolve TargetName grdGeneral. StackTrace: at MS.Internal.XcpImports.MethodEx(IntPtr ptr, String name, CValue[] cvData) at MS.Internal.XcpImports.MethodEx(DependencyObject obj, String name) at System.Windows.Media.Animation.Storyboard.Begin() at MeterTesting.QuarterReportGUI.fadeOut(Grid pGrid) at MeterTesting.QuarterReportGUI.imgNext_MouseLeftButtonDown(Object sender, MouseButtonEventArgs e) at MS.Internal.CoreInvokeHandler.InvokeEventHandler(Int32 typeIndex, Delegate handlerDelegate, Object sender, Object args) at MS.Internal.JoltHelper.FireEvent(IntPtr unmanagedObj, IntPtr unmanagedObjArgs, Int32 argsTypeIndex, String eventName) InnerException:

    Read the article

  • How to insert inline content from one FlowDocument into another?

    - by Robert Rossney
    I'm building an application that needs to allow a user to insert text from one RichTextBox at the current caret position in another one. I spent a lot of time screwing around with the FlowDocument's object model before running across this technique - source and target are both FlowDocuments: using (MemoryStream ms = new MemoryStream()) { TextRange tr = new TextRange(source.ContentStart, source.ContentEnd); tr.Save(ms, DataFormats.Xaml); ms.Seek(0, SeekOrigin.Begin); tr = new TextRange(target.CaretPosition, target.CaretPosition); tr.Load(ms, DataFormats.Xaml); } This works remarkably well. The only problem I'm having with it now is that it always inserts the source as a new paragraph. It breaks the current run (or whatever) at the caret, inserts the source, and ends the paragraph. That's appropriate if the source actually is a paragraph (or more than one paragraph), but not if it's just (say) a line of text. I think it's likely that the answer to this is going to end up being checking the target to see if it consists entirely of a single block, and if it does, setting the TextRange to point at the beginning and end of the block's content before saving it to the stream. The entire world of the FlowDocument is a roiling sea of dark mysteries to me. I can become an expert at it if I have to (per Dostoevsky: "Man is the animal who can get used to anything."), but if someone has already figured this out and can tell me how to do this it would make my life far easier.

    Read the article

  • iCal file that will update the attendee list?

    - by Peyton Manning
    So I want to add an iCal file to a web page, so that people can add an event to their calendars. But when I view the event in my calendar (Outlook 2007) I want to see everyone who will be attending. How can I do that? I just started experimenting with this, I used Outlook's Save As to create an iCal file for a single event. That works, I can link to that file and other people can add the event to their calendars. But it doesn't tell me who has added it. Here is the (Outlook-generated) code: BEGIN:VCALENDAR PRODID:-//Microsoft Corporation//Outlook 12.0 MIMEDIR//EN VERSION:2.0 METHOD:PUBLISH X-MS-OLK-FORCEINSPECTOROPEN:TRUE BEGIN:VEVENT CLASS:PUBLIC CREATED:20100413T175736Z DESCRIPTION:I want to see if the attendee list is updated when someone adds this event.\n DTEND:20100421T153000Z DTSTAMP:20100413T175736Z DTSTART:20100421T150000Z LAST-MODIFIED:20100413T175736Z LOCATION:Wherever PRIORITY:5 SEQUENCE:0 SUMMARY;LANGUAGE=en-us:Totally fake event TRANSP:OPAQUE UID:040000008200E00074C5B7101A82E00800000000604A0119F8DACA01000000000000000 0100000004D19467F69BF6041A0B0FAFFECA1864B X-ALT-DESC;FMTTYPE=text/html:\n\n\n\n\n\n\n\n\nI want to see if the attendee list is updated when someone adds this e vent.\n\n\n X-MICROSOFT-CDO-BUSYSTATUS:BUSY X-MICROSOFT-CDO-IMPORTANCE:1 X-MICROSOFT-DISALLOW-COUNTER:FALSE X-MS-OLK-ALLOWEXTERNCHECK:TRUE X-MS-OLK-AUTOFILLLOCATION:FALSE X-MS-OLK-CONFTYPE:0 BEGIN:VALARM TRIGGER:-PT15M ACTION:DISPLAY DESCRIPTION:Reminder END:VALARM END:VEVENT END:VCALENDAR

    Read the article

  • Difference between JodaTime and Calendar for years before 1900

    - by Yury Khrol
    I'm getting different values in milliseconds for the same date in past while using JodaTime lib and java.util.Calendar. For example for the first year AD void test() { int year = 1; DateTime dt = new DateTime(year, 1,1,0,0,0,0); dt = dt.toDateTime(GregorianChronology.getInstance()); Calendar cal = Calendar.getInstance(); cal.clear(); cal.set(year, 0, 1, 0, 0, 0); DateTime endDate = new DateTime(cal.getTimeInMillis()); endDate = endDate.toDateTime(GregorianChronology.getInstance()); System.out.println("JodaTime: " + dt); System.out.println("JodaTime, ms: " + dt.getMillis()); System.out.println("Calendar: " + cal.getTime()); System.out.println("Calendar, ms: " + cal.getTimeInMillis()); System.out.println("JodaTime by Calendar: " + endDate); } By default DateTime use ISOChronology and Calendar is GregorianCalendar (except TH and JA locales). So I set GregorianChronology, but nothing changed. Result of execution is JodaTime: 0001-01-01T00:00:00.000+01:34:52 JodaTime, ms: -62135602492000 Calendar: Sat Jan 01 00:00:00 EET 1 Calendar, ms: -62135776800000 JodaTime by Calendar: 0000-12-29T23:34:52.000+01:34:52 Could someone suggest am I wrong with something?

    Read the article

  • BitmapFrame in another thread

    - by Lasse Lindström
    Hi I am using a WPF BackgroundWorker to create thumbnails. My worker function looks like: private void work(object sender, DoWorkEventArgs e) { try { var paths = e.Argument as string[]; var boxList = new List(); foreach (string path in paths) { if (!string.IsNullOrEmpty(path)) { FileInfo info = new FileInfo(path); if (info.Exists && info.Length 0) { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.DecodePixelWidth = 200; bi.CacheOption = BitmapCacheOption.OnLoad; bi.UriSource = new Uri(info.FullName); bi.EndInit(); var item = new BoxItem(); item.FilePath = path; MemoryStream ms = new MemoryStream(); PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bi)); encoder.Save(ms); item.ThumbNail = ms.ToArray(); ms.Close(); boxList.Add(item); } } } e.Result = boxList; } catch (Exception ex) { //nerver comes here } } When this fuction is finnished and before the BackgroundWorker "Completed" function is started, I can see on the output window on Vs2008, that a exception is generated. It looks like: A first chance exception of type 'System.NotSupportedException' occurred in PresentationCore.dll The number of exceptions generates equals the number of thumbnails to be generated. Using "trial and error" I have isolated the problem to: BitmapFrame.Create(bi) Removing that line (makes my function useless) also removes the exception. I have not found any explanation to this,,, or a better method to create thumbnails i a background thread. Can anyone help me? //lasse

    Read the article

  • Pressing back button in ActivityGroup causes it to pause, and then continue shutting down the next t

    - by synic
    Pressing the back button causes onPause to be called, and the app stays paused until it is re-launched by clicking on the icon, at which point, onDestroy gets called, and the main activity continues to shut down. Simple class to demonstrate. Note, as far as I can tell, this only happens on the Nexus One. I can't reproduce it in the emulator or on my Droid. package com.vimtips.testshutdown; import android.app.ActivityGroup; import android.os.Bundle; import android.util.Log; import android.view.KeyEvent; public class MainActivity extends ActivityGroup { private static final String TAG = "MainActivity"; private int counter = 3; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } public boolean onKeyDown(int keyCode, KeyEvent event) { if(keyCode == KeyEvent.KEYCODE_BACK) { if(counter-- > 0) return true; } return super.onKeyDown(keyCode, event); } @Override public void onPause() { super.onPause(); Log.d(TAG, "onPause called"); } @Override public void onDestroy() { super.onDestroy(); if(isFinishing()) { Log.d(TAG, "Shutting down"); } } } And here's the log: I/ActivityManager( 132): Starting activity: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10100000 cmp=com.vimtips.testshutdown/.MainActivity } I/ActivityManager( 132): Displayed activity com.vimtips.testshutdown/.MainActivity: 305 ms (total 305 ms) D/MainActivity( 1393): onPause called I/ActivityManager( 132): Displayed activity com.vimtips.testshutdown/.MainActivity: 302 ms (total 302 ms) D/MainActivity( 1393): Shutting down This doesn't appear to happen on a normal Activity, just an Activity group, though looking at Android's sourcecode, I can't figure out why. It's causing some serious problems with my app. Anyone know why this would happen?

    Read the article

  • Silverlight and WCF Ria Services

    - by Flex_Addicted
    Hi guys, I've created a new Silverlight 3 Business Application with VS 2008. The creation has completed correctly. When I try to open the xaml, it opens but in meanwhile this error is shown: Failed to load metadata assembly System.Windows.Controls.Data.Input.Design, Version=2.0.5.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35. Exception message: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.. Stack Trace: at System.Reflection.Module._GetTypesInternal(StackCrawlMark& stackMark) at System.Reflection.Assembly.GetTypes() at MS.Internal.Package.MetadataLoader.RegisterDesignTimeMetadata(Assembly assembly, LogCallback logger)An exception of type ArgumentNullException was caught when calling IRegisterMetadata on type System.Windows.Controls.Data.Input.VisualStudio.Design.MetadataRegistration. Exception Message: Value cannot be null. Parameter name: type. Stack Trace: at Microsoft.Windows.Design.Metadata.AttributeTableBuilder.AddCallback(Type type, AttributeCallback callback) at System.Windows.Controls.Data.Input.VisualStudio.Design.MetadataRegistration.AddAttributes(AttributeTableBuilder builder) at System.Windows.Controls.Design.Common.MetadataRegistrationBase.BuildAttributeTable() at System.Windows.Controls.Data.Input.VisualStudio.Design.MetadataRegistration.Register() at MS.Internal.Package.MetadataLoader.RegisterDesignTimeMetadata(Assembly assembly, LogCallback logger)Failed to load metadata assembly System.Windows.Controls.Design, Version=2.0.5.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35. Exception message: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.. Stack Trace: at System.Reflection.Module._GetTypesInternal(StackCrawlMark& stackMark) at System.Reflection.Assembly.GetTypes() at MS.Internal.Package.MetadataLoader.RegisterDesignTimeMetadata(Assembly assembly, LogCallback logger)Failed to load metadata assembly System.Windows.Controls.Navigation.Design, Version=2.0.5.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35. Exception message: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.. Stack Trace: at System.Reflection.Module._GetTypesInternal(StackCrawlMark& stackMark) at System.Reflection.Assembly.GetTypes() at MS.Internal.Package.MetadataLoader.RegisterDesignTimeMetadata(Assembly assembly, LogCallback logger) Why? Any solutions? Thank you in advance.

    Read the article

< Previous Page | 105 106 107 108 109 110 111 112 113 114 115 116  | Next Page >