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  • What is the differnce between "LINQ to Entities", "LINQ to SQL" and "LINQ to Dataset".

    - by Marcel
    Hi all, I'm working for quite a while now with LINQ. However, it remained still a bit of a mystery what are the real differences between the mentioned flavours of LINQ. The successful answer will contain a short differentiation between them. What is the main goal if it, what is the benefit, and is there a performance impact... P.S. I know that there are a lot of information sources out there, but I look for a kind of a "cheat sheet" which instructs a newbie where to head to for a specific goal.

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  • how to select specific number of child entities instead of all in entity framework 3.5?

    - by Sasha
    Hi all, i am wondering how can i select specific number of child objects instead of taking them all with include? lets say i have object 'Group' and i need to select last ten students that joined the group. When i use '.Include("Students"), EF includes all students. I was trying to use Take(10), but i am pretty new to EF and programming as well, so i couldn't figure it out. Any suggestions? UPDATED: ok, i have Group object already retrieved from db like this: Group group = db.Groups.FirstOrDefault(x=>x.GroupId == id) I know that i can add Include("Students") statement, but that would bring ALL students, and their number could be quite big whether i need only freshest 10 students. Can i do something like this: var groupWithStudents = group.Students.OrderByDescending(//...).Take(10);? The problem with this is that Take< no longer appears in intellisense. Is this clear enough? Thanks for responses

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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  • I need help converting a C# string from one character encoding to another?

    - by Handleman
    According to Spolsky I can't call myself a developer, so there is a lot of shame behind this question... Scenario: From a C# application, I would like to take a string value from a SQL db and use it as the name of a directory. I have a secure (SSL) FTP server on which I want to set the current directory using the string value from the DB. Problem: Everything is working fine until I hit a string value with a "special" character - I seem unable to encode the directory name correctly to satisfy the FTP server. The code example below uses "special" character é as an example uses WinSCP as an external application for the ftps comms does not show all the code required to setup the Process "_winscp". sends commands to the WinSCP exe by writing to the process standardinput for simplicity, does not get the info from the DB, but instead simply declares a string (but I did do a .Equals to confirm that the value from the DB is the same as the declared string) makes three attempts to set the current directory on the FTP server using different string encodings - all of which fail makes an attempt to set the directory using a string that was created from a hand-crafted byte array - which works Process _winscp = new Process(); byte[] buffer; string nameFromString = "Sinéad O'Connor"; _winscp.StandardInput.WriteLine("cd \"" + nameFromString + "\""); buffer = Encoding.UTF8.GetBytes(nameFromString); _winscp.StandardInput.WriteLine("cd \"" + Encoding.UTF8.GetString(buffer) + "\""); buffer = Encoding.ASCII.GetBytes(nameFromString); _winscp.StandardInput.WriteLine("cd \"" + Encoding.ASCII.GetString(buffer) + "\""); byte[] nameFromBytes = new byte[] { 83, 105, 110, 130, 97, 100, 32, 79, 39, 67, 111, 110, 110, 111, 114 }; _winscp.StandardInput.WriteLine("cd \"" + Encoding.Default.GetString(nameFromBytes) + "\""); The UTF8 encoding changes é to 101 (decimal) but the FTP server doesn't like it. The ASCII encoding changes é to 63 (decimal) but the FTP server doesn't like it. When I represent é as value 130 (decimal) the FTP server is happy, except I can't find a method that will do this for me (I had to manually contruct the string from explicit bytes). Anyone know what I should do to my string to encode the é as 130 and make the FTP server happy and finally elevate me to level 1 developer by explaining the only single thing a developer should understand?

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  • how to get selected chracter position in JTextArea?

    - by Reddy
    Hi! Here is a challenging question! Let me first tell you my scenario how am i implementing a solution to a problem. I am reading a log file and displaying it on the JTextArea. Log file is cp037 character coded. I was reading each file as a byte stream or byte array from the log file & displaying it. Anyways, i managed to display the text properly in JTextArea by cp037 character coding. Now, User may select a set of characters in the JTextArea. All i want is the position of first character of the user's selected text, from a nearest special character '+'(its character code in cp037 is 4E), which is prior to the selected text. This character may occur at several places in the JTextArea. In simple sentence, i want the first character location(of user selected text) from nearset '+' which should be occuring prior to the user's selected text. PS: cp037 is a type of character encoding scheme which is created by IBM & used for IBM Mainframes. Please fell free to ask me if the question is not clear...:-

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  • Harmonizing Character Encoding Between Imported Data and MySQL

    MySQL's Latin-1 default encoding combined with MySQL 4.1.12's (or greater) UTF8 encoding allows the maximum number of characters codes, however incoming data with different character encoding can still present problems. Rob Gravelle shows you how to avoid problems before a lot of work is required to undo the damage.

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  • Harmonizing Character Encoding Between Imported Data and MySQL

    MySQL's Latin-1 default encoding combined with MySQL 4.1.12's (or greater) UTF8 encoding allows the maximum number of characters codes, however incoming data with different character encoding can still present problems. Rob Gravelle shows you how to avoid problems before a lot of work is required to undo the damage.

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • How game characters are made?

    - by Ahmed
    I'm new here. I would like to know how game characters are made that are movable? What kind of software and engines are used for these characters? I will be working with my friends on our final year project. Our game will be FPS and I have to draw some animations for FPS view and other enemy character that can be programmed easily to make a good game. Sorry if my questions seems dumb, but if you need more explanation i'm always here to discuss Thanks in advance

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  • Encoding gives "'ascii' codec can't encode character … ordinal not in range(128)"

    - by user140314
    I am working through the Django RSS reader project here. The RSS feed will read something like "OKLAHOMA CITY (AP) — James Harden let". The RSS feed's encoding reads encoding="UTF-8" so I believe I am passing utf-8 to markdown in the code snippet below. The em dash is where it chokes. I get the Django error of "'ascii' codec can't encode character u'\u2014' in position 109: ordinal not in range(128)" which is an UnicodeEncodeError. In the variables being passed I see "OKLAHOMA CITY (AP) \u2014 James Harden". The code line that is not working is: content = content.encode(parsed_feed.encoding, "xmlcharrefreplace") I am using markdown 2.0, django 1.1, and python 2.4. What is the magic sequence of encoding and decoding that I need to do to make this work? Thanks.

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  • Java: How to get Unicode name of a character (or its type category)?

    - by java.is.for.desktop
    Hello, everyone! The Character class in Java defines methods which check a given char argument for equality with certain Unicode chars or for belonging to some type category. These chars and type categories are named. As stated in given javadoc, examples for named chars are HORIZONTAL TABULATION, FORM FEED, ...; example for named type categories are SPACE_SEPARATOR, PARAGRAPH_SEPARATOR, ... However, being byte or int values instead of enums, the name of these types are "hidden" at runtime. So, is there a possibility to get characters' and/or type categories' names at runtime?

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

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  • Get entities ids from two similar collections using one method

    - by Patryk Roszczyniala
    I've got two lists: List<Integer, ZooEntity> zoos; List<Integer, List<ZooEntity>> groupOfZoos; These operations will return collections of values: Collection<ZooEntity> cz = zoos.values(); Collection<List<ZooEntity>> czList = groupOfZoos.values(); What I want to achieve is to get list of all zoo ids. List<Integer> zooIds = cz ids + czList ids; Of course I can create two methods to do what I want: public List<Integer> getIdsFromFlatList(Collection<ZooEntity> list) { List<Integer> ids = new ArrayList<Integer>(); for (ZooEntity z : list) { ids.add(z.getId()); } return ids; } public List<Integer> getIdsFromNestedList(Collection<List<ZooEntity>> list) { List<Integer> ids = new ArrayList<Integer>(); for (List<ZooEntity> zList : list) { for (ZooEntity z : zList) { ids.add(z.getId()); } } return ids; } As you can see those two methods are very similar and here is my question: Is it good to create one method (for example using generics) which will get ids from those two lists (zoos and groupOfZoos). If yes how it should look like? If no what is the best solution? BTW. This is only the example. I've got very similar problem at job and I want to do it in preety way (I can't change enities, I can change only getIds...() methods).

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  • How to profile LINQ to Entities queries in your asp.net applications - part 3

    - by nikolaosk
    In this post I will continue exploring ways on how to profile database activity when using the Entity Framework as the data access layer in our applications. If you want to read the first post of the series click here . If you want to read the second post of the series click here . In this post I will use the excellent (best tool for EF profiling) which is called Entity Framework Profiler. You can download the trial - fully functional edition of this tool from here . I will use the previous example...(read more)

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  • Structuring game world entities and their rendering objects

    - by keithjgrant
    I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough that I had a working prototype inside of four hours with fewer than ten classes, it just wasn't scalable or flexible enough for a polished game. My question is about how to structure flow of control between game entity objects and their rendering objects. Should each renderer have a reference to their entity or vice-versa? Or both? Should the entity be in control of calling the render() method, or be completely oblivious? I know there are several valid approaches here, but I'm kind of feeling decision paralysis. What are the pros and cons of each approach?

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  • Use Expressions with LINQ to Entities

    - by EltonStoneman
    [Source: http://geekswithblogs.net/EltonStoneman] Recently I've been putting together a generic approach for paging the response from a WCF service. Paging changes the service signature, so it's not as simple as adding a behavior to an existing service in config, but the complexity of the paging is isolated in a generic base class. We're using the Entity Framework talking to SQL Server, so when we ask for a page using LINQ's .Take() method we get a nice efficient SQL query for just the rows we want, with minimal impact on SQL Server and network traffic. We use the maximum ID of the record returned as a high-water mark (rather than using .Skip() to go to the next record), so the approach caters for records being deleted between page requests. In the paged response we include a HasMorePages indicator, computed by comparing the max ID in the page of results to the max ID for the whole resultset - if the latter is bigger, then there are more pages. In some quick performance testing, the paged version of the service performed much more slowly than the unpaged version, which was unexpected. We narrowed it down to the code which gets the max ID for the full resultset - instead of building an efficient MAX() SQL query, EF was returning the whole resultset and then computing the max ID in the service layer. It's easy to reproduce - take this AdventureWorks query:             var context = new AdventureWorksEntities();             var query = from od in context.SalesOrderDetail                         where od.ModifiedDate >= modified                          && od.SalesOrderDetailID.CompareTo(id) > 0                         orderby od.SalesOrderDetailID                         select od;   We can find the maximum SalesOrderDetailID like this:             var maxIdEfficiently = query.Max(od => od.SalesOrderDetailID);   which produces our efficient MAX() SQL query. If we're doing this generically and we already have the ID function in a Func:             Func<SalesOrderDetail, int> idFunc = od => od.SalesOrderDetailID;             var maxIdInefficiently = query.Max(idFunc);   This fetches all the results from the query and then runs the Max() function in code. If you look at the difference in Reflector, the first call passes an Expression to the Max(), while the second call passes a Func. So it's an easy fix - wrap the Func in an Expression:             Expression<Func<SalesOrderDetail, int>> idExpression = od => od.SalesOrderDetailID;             var maxIdEfficientlyAgain = query.Max(idExpression);   - and we're back to running an efficient MAX() statement. Evidently the EF provider can dissect an Expression and build its equivalent in SQL, but it can't do that with Funcs.

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  • Usual Suspects: Typical 3rd Party Entities in E-Commerce [closed]

    - by zharvey
    I am doing some requirements/analysis for a web app that I'd like to build (Ruby/Java developer here). This web app would have a store front, shopping cart and would need to be totally compliant with all e-com best practices. It's amazing how much non-technical info comes up when you search for phrases like "how does e-commerce work", but very little comes up in the way of technical details. As such, I'm having extreme frustration finding answers to what I consider pretty straight-forward questions. I came here because I believe this question is not off-topic; if it is, please leave a comment as to why this question does not belong here and I will happily remove it myself (upvotes if your comment can point me to the correct place for this question!). So then: What 3rd parties will I need to work with to have a modern, web-compliant e-com site? So far I can account for a payment gateway provider like Authorize.net and an SSL certificate provider like Trustwave. Any others? What other standards besides PCI compliance will I be held to (besides governing laws, of course!)? Vulnerability scans: PCI compliance requires quarterly scans: if I'm a "Level 4" (low volume) Merchant does that still apply to me? Irregardless, my backend architecture is quite huge, with web servers, app servers, database, message brokers and more. Do each of these servers need to be scanned?!? If not what servers do need to get these quarterly scans? I usually hate to ask micro-questions inside of one large one, but these are so closely-related I just felt like asking them all separately would be spamming the site with too many petty questions. Thanks in advance!

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