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  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

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  • How to use Azure storage for uploading and displaying pictures.

    - by Magnus Karlsson
    Basic set up of Azure storage for local development and production. This is a somewhat completion of the following guide from http://www.windowsazure.com/en-us/develop/net/how-to-guides/blob-storage/ that also involves a practical example that I believe is commonly used, i.e. upload and present an image from a user.   First we set up for local storage and then we configure for them to work on a web role. Steps: 1. Configure connection string locally. 2. Configure model, controllers and razor views.   1. Setup connectionsstring 1.1 Right click your web role and choose “Properties”. 1.2 Click Settings. 1.3 Add setting. 1.4 Name your setting. This will be the name of the connectionstring. 1.5 Click the ellipsis to the right. (the ellipsis appear when you mark the area. 1.6 The following window appears- Select “Windows Azure storage emulator” and click ok.   Now we have a connection string to use. To be able to use it we need to make sure we have windows azure tools for storage. 2.1 Click Tools –> Library Package manager –> Manage Nuget packages for solution. 2.2 This is what it looks like after it has been added.   Now on to what the code should look like. 3.1 First we need a view which collects images to upload. Here Index.cshtml. 1: @model List<string> 2:  3: @{ 4: ViewBag.Title = "Index"; 5: } 6:  7: <h2>Index</h2> 8: <form action="@Url.Action("Upload")" method="post" enctype="multipart/form-data"> 9:  10: <label for="file">Filename:</label> 11: <input type="file" name="file" id="file1" /> 12: <br /> 13: <label for="file">Filename:</label> 14: <input type="file" name="file" id="file2" /> 15: <br /> 16: <label for="file">Filename:</label> 17: <input type="file" name="file" id="file3" /> 18: <br /> 19: <label for="file">Filename:</label> 20: <input type="file" name="file" id="file4" /> 21: <br /> 22: <input type="submit" value="Submit" /> 23: 24: </form> 25:  26: @foreach (var item in Model) { 27:  28: <img src="@item" alt="Alternate text"/> 29: } 3.2 We need a controller to receive the post. Notice the “containername” string I send to the blobhandler. I use this as a folder for the pictures for each user. If this is not a requirement you could just call it container or anything with small characters directly when creating the container. 1: public ActionResult Upload(IEnumerable<HttpPostedFileBase> file) 2: { 3: BlobHandler bh = new BlobHandler("containername"); 4: bh.Upload(file); 5: var blobUris=bh.GetBlobs(); 6: 7: return RedirectToAction("Index",blobUris); 8: } 3.3 The handler model. I’ll let the comments speak for themselves. 1: public class BlobHandler 2: { 3: // Retrieve storage account from connection string. 4: CloudStorageAccount storageAccount = CloudStorageAccount.Parse( 5: CloudConfigurationManager.GetSetting("StorageConnectionString")); 6: 7: private string imageDirecoryUrl; 8: 9: /// <summary> 10: /// Receives the users Id for where the pictures are and creates 11: /// a blob storage with that name if it does not exist. 12: /// </summary> 13: /// <param name="imageDirecoryUrl"></param> 14: public BlobHandler(string imageDirecoryUrl) 15: { 16: this.imageDirecoryUrl = imageDirecoryUrl; 17: // Create the blob client. 18: CloudBlobClient blobClient = storageAccount.CreateCloudBlobClient(); 19: 20: // Retrieve a reference to a container. 21: CloudBlobContainer container = blobClient.GetContainerReference(imageDirecoryUrl); 22: 23: // Create the container if it doesn't already exist. 24: container.CreateIfNotExists(); 25: 26: //Make available to everyone 27: container.SetPermissions( 28: new BlobContainerPermissions 29: { 30: PublicAccess = BlobContainerPublicAccessType.Blob 31: }); 32: } 33: 34: public void Upload(IEnumerable<HttpPostedFileBase> file) 35: { 36: // Create the blob client. 37: CloudBlobClient blobClient = storageAccount.CreateCloudBlobClient(); 38: 39: // Retrieve a reference to a container. 40: CloudBlobContainer container = blobClient.GetContainerReference(imageDirecoryUrl); 41: 42: if (file != null) 43: { 44: foreach (var f in file) 45: { 46: if (f != null) 47: { 48: CloudBlockBlob blockBlob = container.GetBlockBlobReference(f.FileName); 49: blockBlob.UploadFromStream(f.InputStream); 50: } 51: } 52: } 53: } 54: 55: public List<string> GetBlobs() 56: { 57: // Create the blob client. 58: CloudBlobClient blobClient = storageAccount.CreateCloudBlobClient(); 59: 60: // Retrieve reference to a previously created container. 61: CloudBlobContainer container = blobClient.GetContainerReference(imageDirecoryUrl); 62: 63: List<string> blobs = new List<string>(); 64: 65: // Loop over blobs within the container and output the URI to each of them 66: foreach (var blobItem in container.ListBlobs()) 67: blobs.Add(blobItem.Uri.ToString()); 68: 69: return blobs; 70: } 71: } 3.4 So, when the files have been uploaded we will get them to present them to out user in the index page. Pretty straight forward. In this example we only present the image by sending the Uri’s to the view. A better way would be to save them up in a view model containing URI, metadata, alternate text, and other relevant information but for this example this is all we need.   4. Now press F5 in your solution to try it out. You can see the storage emulator UI here:     4.1 If you get any exceptions or errors I suggest to first check if the service Is running correctly. I had problem with this and they seemed related to the installation and a reboot fixed my problems.     5. Set up for Cloud storage. To do this we need to add configuration for cloud just as we did for local in step one. 5.1 We need our keys to do this. Go to the windows Azure menagement portal, select storage icon to the right and click “Manage keys”. (Image from a different blog post though).   5.2 Do as in step 1.but replace step 1.6 with: 1.6 Choose “Manually entered credentials”. Enter your account name. 1.7 Paste your Account Key from step 5.1. and click ok.   5.3. Save, publish and run! Please feel free to ask any questions using the comments form at the bottom of this page. I will get back to you to help you solve any questions. Our consultancy agency also provides services in the Nordic regions if you would like any further support.

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • Help with "Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral." needed

    - by rFactor
    Hi, I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I do (within the game assembly's Renderer.cs class): this.terrain = this.game.Content.Load<Model>("heightmap"); There is a heightmap.bmp and I don't think there's anything wrong with it, because I used it in a previous version which I switched to this new better system. So, I have a GeneratedGeometryPipeline assembly that has these classes: HeightMapInfoContent, HeightMapInfoWriter, TerrainProcessor. The GeneratedGeometryPipeline assembly does not reference any other assemblies under the solution. Then I have the game assembly that neither references any other solution assemblies and has these classes: HeightMapInfo, HeightMapInfoReader. All game assembly classes are under namespace BB and the GeneratedGeometryPipeline classes are under the namespace GeneratedGeometryPipeline. I do not understand why it does not find it. Here's some code from the GeneratedGeometryPipeline.HeightMapInfoWriter: /// <summary> /// A TypeWriter for HeightMapInfo, which tells the content pipeline how to save the /// data in HeightMapInfo. This class should match HeightMapInfoReader: whatever the /// writer writes, the reader should read. /// </summary> [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightMapInfoContent> { protected override void Write(ContentWriter output, HeightMapInfoContent value) { output.Write(value.TerrainScale); output.Write(value.Height.GetLength(0)); output.Write(value.Height.GetLength(1)); foreach (float height in value.Height) { output.Write(height); } foreach (Vector3 normal in value.Normals) { output.Write(normal); } } /// <summary> /// Tells the content pipeline what CLR type the /// data will be loaded into at runtime. /// </summary> public override string GetRuntimeType(TargetPlatform targetPlatform) { return "BB.HeightMapInfo, BB, Version=1.0.0.0, Culture=neutral"; } /// <summary> /// Tells the content pipeline what worker type /// will be used to load the data. /// </summary> public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral"; } } Can someone help me out?

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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  • consume a .net webservice using jQuery

    - by Babunareshnarra
    Implementation shows the way to consume web service using jQuery. The client side AJAX with HTTP POST request is significant when it comes to loading speed and responsiveness.Following is the service created that return's string in JSON.[WebMethod][ScriptMethod(ResponseFormat = ResponseFormat.Json)]public string getData(string marks){    DataTable dt = retrieveDataTable("table", @"              SELECT * FROM TABLE WHERE MARKS='"+ marks.ToString() +"' ");    List<object> RowList = new List<object>();    foreach (DataRow dr in dt.Rows)    {        Dictionary<object, object> ColList = new Dictionary<object, object>();        foreach (DataColumn dc in dt.Columns)        {            ColList.Add(dc.ColumnName,            (string.Empty == dr[dc].ToString()) ? null : dr[dc]);        }        RowList.Add(ColList);    }    JavaScriptSerializer js = new JavaScriptSerializer();    string JSON = js.Serialize(RowList);    return JSON;}Consuming the webservice $.ajax({    type: "POST",    data: '{ "marks": "' + val + '"}', // This is required if we are using parameters    contentType: "application/json",    dataType: "json",    url: "/dataservice.asmx/getData",    success: function(response) {               RES = JSON.parse(response.d);        var obj = JSON.stringify(RES);     }     error: function (msg) {                    alert('failure');     }});Remember to reference jQuery library on the page.

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • generate parent child relation from the array to print a multi-level menu?

    - by Karthick Selvam
    How to get parent child relation from this array to print a multi-level menu $menus = array ( 0 => array ( 'id'=>0, 'check' => 1, 'display' =>'Arete Home', 'ordering' => -10, 'parent' => none, ), 1 => array ( 'id'=>1, 'check' => 1, 'display' => 'Submit Paper', 'ordering' => -10, 'parent' => 2, 'subordering' => -10, ), 2 => array ( 'id'=>2, 'check' => 1, 'display' => 'Buy Now', 'ordering' => -10, 'parent' => 1, 'subordering' => -10, ), 1461 => array ( 'id'=>1461, 'check' => 1, 'display' => 'Where are We?', 'ordering' => -10, 'parent' => 2, 'subordering' => -10, ), 1463 => array ( 'id'=>1463, 'check' => 1, 'display' =>' About Me?', 'ordering' => -10, 'parent' => 2, 'subordering' => -10, ), 1464 => array ( 'id'=>1464, 'check' => 1, 'display' => 'About You?', 'ordering' => -10, 'parent' => 2, 'subordering' => -10, ), 1465 => array ( 'id'=>1465, 'check' => 1, 'display' => 'About who?', 'ordering' => -10, 'parent' => 1, 'subordering' => -10, ), ); code sample: foreach($menus as $id=>$values) { $values['parent']=isset($values['parent']) ? $values['parent'] : 0; $menus[$values['parent']]['childs'][$id]=$values; unset($menus[$id]); } foreach($menus as $id1=>$value2) { $value2['parent']=isset($value2['parent']) ? $value2['parent'] : 0; $menus[$value2['parent']]['childs'][$id1]=$value2; unset($menus[$id1]); }

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  • ReSharper 5.0s LINQ Refactoring Continues to be Amazing!

    In this post, well take a straight forward procedure based set of code and convert it to LINQ using a ReSharper from JetBrains suggestion.   Ive found that in general, when I do things with foreach syntax, there is often a better way in Linq to do this.  The better does not jump out [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Zenoss Setup for Windows Servers

    - by Jay Fox
    Recently I was saddled with standing up Zenoss for our enterprise.  We're running about 1200 servers, so manually touching each box was not an option.  We use LANDesk for a lot of automated installs and patching - more about that later.The steps below may not necessarily have to be completed in this order - it's just the way I did it.STEP ONE:Setup a standard AD user.  We want to do this so there's minimal security exposure.  Call the account what ever you want "domain/zenoss" for our examples.***********************************************************STEP TWO:Make the following local groups accessible by your zenoss account.Distributed COM UsersPerformance Monitor UsersEvent Log Readers (which doesn't exist on pre-2008 machines)Here's the Powershell script I used to setup access to these local groups:# Created to add Active Directory account to local groups# Must be run from elevated prompt, with permissions on the remote machine(s).# Create txt file should contain the names of the machines that need the account added, one per line.# Script will process machines line by line.foreach($i in (gc c:\tmp\computers.txt)){# Add the user to the first group$objUser=[ADSI]("WinNT://domain/zenoss")$objGroup=[ADSI]("WinNT://$i/Distributed COM Users")$objGroup.PSBase.Invoke("Add",$objUser.PSBase.Path)# Add the user to the second group$objUser=[ADSI]("WinNT://domain/zenoss")$objGroup=[ADSI]("WinNT://$i/Performance Monitor Users")$objGroup.PSBase.Invoke("Add",$objUser.PSBase.Path)# Add the user to the third group - Group doesn't exist on < Server 2008#$objUser=[ADSI]("WinNT://domain/zenoss")#$objGroup=[ADSI]("WinNT://$i/Event Log Readers")#$objGroup.PSBase.Invoke("Add",$objUser.PSBase.Path)}**********************************************************STEP THREE:Setup security on the machines namespace so our domain/zenoss account can access itThe default namespace for zenoss is:  root/cimv2Here's the Powershell script:#Grant account defined below (line 11) access to WMI Namespace#Has to be run as account with permissions on remote machinefunction get-sid{Param ($DSIdentity)$ID = new-object System.Security.Principal.NTAccount($DSIdentity)return $ID.Translate( [System.Security.Principal.SecurityIdentifier] ).toString()}$sid = get-sid "domain\zenoss"$SDDL = "A;;CCWP;;;$sid" $DCOMSDDL = "A;;CCDCRP;;;$sid"$computers = Get-Content "c:\tmp\computers.txt"foreach ($strcomputer in $computers){    $Reg = [WMIClass]"\\$strcomputer\root\default:StdRegProv"    $DCOM = $Reg.GetBinaryValue(2147483650,"software\microsoft\ole","MachineLaunchRestriction").uValue    $security = Get-WmiObject -ComputerName $strcomputer -Namespace root/cimv2 -Class __SystemSecurity    $converter = new-object system.management.ManagementClass Win32_SecurityDescriptorHelper    $binarySD = @($null)    $result = $security.PsBase.InvokeMethod("GetSD",$binarySD)    $outsddl = $converter.BinarySDToSDDL($binarySD[0])    $outDCOMSDDL = $converter.BinarySDToSDDL($DCOM)    $newSDDL = $outsddl.SDDL += "(" + $SDDL + ")"    $newDCOMSDDL = $outDCOMSDDL.SDDL += "(" + $DCOMSDDL + ")"    $WMIbinarySD = $converter.SDDLToBinarySD($newSDDL)    $WMIconvertedPermissions = ,$WMIbinarySD.BinarySD    $DCOMbinarySD = $converter.SDDLToBinarySD($newDCOMSDDL)    $DCOMconvertedPermissions = ,$DCOMbinarySD.BinarySD    $result = $security.PsBase.InvokeMethod("SetSD",$WMIconvertedPermissions)     $result = $Reg.SetBinaryValue(2147483650,"software\microsoft\ole","MachineLaunchRestriction", $DCOMbinarySD.binarySD)}***********************************************************STEP FOUR:Get the SID for our zenoss account.Powershell#Provide AD User get SID$objUser = New-Object System.Security.Principal.NTAccount("domain", "zenoss") $strSID = $objUser.Translate([System.Security.Principal.SecurityIdentifier]) $strSID.Value******************************************************************STEP FIVE:Modify the Service Control Manager to allow access to the zenoss AD account.This command can be run from an elevated command line, or through Powershellsc sdset scmanager "D:(A;;CC;;;AU)(A;;CCLCRPRC;;;IU)(A;;CCLCRPRC;;;SU)(A;;CCLCRPWPRC;;;SY)(A;;KA;;;BA)(A;;CCLCRPRC;;;PUT_YOUR_SID_HERE_FROM STEP_FOUR)S:(AU;FA;KA;;;WD)(AU;OIIOFA;GA;;;WD)"******************************************************************In step two the script plows through a txt file that processes each computer listed on each line.  For the other scripts I ran them on each machine using LANDesk.  You can probably edit those scripts to process a text file as well.That's what got me off the ground monitoring the machines using Zenoss.  Hopefully this is helpful for you.  Watch the line breaks when copy the scripts.

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  • Syncing client and server CRUD operations using json and php

    - by Justin
    I'm working on some code to sync the state of models between client (being a javascript application) and server. Often I end up writing redundant code to track the client and server objects so I can map the client supplied data to the server models. Below is some code I am thinking about implementing to help. What I don't like about the below code is that this method won't handle nested relationships very well, I would have to create multiple object trackers. One work around is for each server model after creating or loading, simply do $model->clientId = $clientId; IMO this is a nasty hack and I want to avoid it. Adding a setCientId method to all my model object would be another way to make it less hacky, but this seems like overkill to me. Really clientIds are only good for inserting/updating data in some scenarios. I could go with a decorator pattern but auto generating a proxy class seems a bit involved. I could use a generic proxy class that uses a __call function to allow for original object data to be accessed, but this seems wrong too. Any thoughts or comments? $clientData = '[{name: "Bob", action: "update", id: 1, clientId: 200}, {name:"Susan", action:"create", clientId: 131} ]'; $jsonObjs = json_decode($clientData); $objectTracker = new ObjectTracker(); $objectTracker->trackClientObjs($jsonObjs); $query = $this->em->createQuery("SELECT x FROM Application_Model_User x WHERE x.id IN (:ids)"); $query->setParameters("ids",$objectTracker->getClientSpecifiedServerIds()); $models = $query->getResults(); //Apply client data to server model foreach ($models as $model) { $clientModel = $objectTracker->getClientJsonObj($model->getId()); ... } //Create new models and persist foreach($objectTracker->getNewClientObjs() as $newClientObj) { $model = new Application_Model_User(); .... $em->persist($model); $objectTracker->trackServerObj($model); } $em->flush(); $resourceResponse = $objectTracker->createResourceResponse(); //Id mappings will be an associtave array representing server id resources with client side // id. //This method Dosen't seem to flexible if we want to return additional data with each resource... //Would have to modify the returned data structure, seems like tight coupling... //Ex return value: //[{clientId: 200, id:1} , {clientId: 131, id: 33}];

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  • XNA ModelMesh.Draw vs GraphicsDevice.DrawIndexedPrimitives

    - by cubrman
    I am using XNA 4.0 and I wonder if drawing models with multiple meshes is better by filling the vertex and index buffers first and calling GraphicsDevice.DrawIndexedPrimitives() or by simply using good ol' foreach(...) {ModelMesh.Draw()}. Is it possible to add data to vertex/index buffers at all in order to pack all the models on the scene in them and then call Draw only once per frame? I would appreciate a link to an in-depth explanation. Thanks.

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  • Creating an object that is ready to be used & unset properties - with IoC

    - by GetFuzzy
    I have a question regarding the specifics of object creation and the usage of properties. A best practice is to put all the properties into a state such that the object is useful when its created. Object constructors help ensure that required dependencies are created. I've found myself following a pattern lately, and then questioning its appropriateness. The pattern looks like this... public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser() { CalculatedThings = new List<Thing>(); } public double FindCertainThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } public double FindOtherThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } private void CheckForException() { if (CalculatedThings.Count < 2) throw new InvalidOperationException("Calculated things must have more than 2 items"); } } The list of items is not being changed, just looked through by the methods. There are several methods on the class, and to avoid having to pass the list of things to each function as a method parameter, I set it once on the class. While this works, does it violate the principle of least astonishment? Since starting to use IoC I find myself not sticking things into the constructor, to avoid having to use a factory pattern. For example, I can argue with myself and say well the ThingProcessor really needs a List to work, so the object should be constructed like this. public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser(List<Thing> calculatedThings) { CalculatedThings = calculatedThings; } } However, if I did this, it would complicate things for IoC, and this scenario hardly seems appropriate for something like the factory pattern. So in summary, are there some good guidelines for when something should be part of the object state, vs. passed as a method parameter? When using IoC, is the factory pattern the best way to deal with objects that need created with state? If something has to be passed to multiple methods in a class, does that render it a good candidate to be part of the objects state?

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Flattening System.Web.UI ControlCollection

    - by evovision
    Hi,   Sometimes one may need to get a list of child controls inside specific container and don't care about the underlying hierarchy.   The result is beautifully achieved using this extension method:   using System;using System.Collections.Generic;using System.Linq;using System.Web;using System.Web.UI;    public static class ControlCollectionExtensionMethods    {        public static IEnumerable<Control> FlattenedList(this ControlCollection controls)        {            foreach (Control ctrl in controls)            {                  // return parent control                   yield return ctrl;                              // and dive into child collection                   foreach (Control child in ctrl.Controls.FlattenedList())                         yield return child;            }        }    }   P.S.: don't forget about namespaces when using it in your code, if above class is wrapped into namespace, for example: Sample, the source code file with calling code must explicitly reference it: using Sample;

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  • Is this a valid implementation of the repository pattern?

    - by user1578653
    I've been reading up about the repository pattern, with a view to implementing it in my own application. Almost all examples I've found on the internet use some kind of existing framework rather than showing how to implement it 'from scratch'. Here's my first thoughts of how I might implement it - I was wondering if anyone could advise me on whether this is correct? I have two tables, named CONTAINERS and BITS. Each CONTAINER can contain any number of BITs. I represent them as two classes: class Container{ private $bits; private $id; //...and a property for each column in the table... public function __construct(){ $this->bits = array(); } public function addBit($bit){ $this->bits[] = $bit; } //...getters and setters... } class Bit{ //some properties, methods etc... } Each class will have a property for each column in its respective table. I then have a couple of 'repositories' which handle things to do with saving/retrieving these objects from the database: //repository to control saving/retrieving Containers from the database class ContainerRepository{ //inject the bit repository for use later public function __construct($bitRepo){ $this->bitRepo = $bitRepo; } public function getById($id){ //talk directly to Oracle here to all column data into the object //get all the bits in the container $bits = $this->bitRepo->getByContainerId($id); foreach($bits as $bit){ $container->addBit($bit); } //return an instance of Container } public function persist($container){ //talk directly to Oracle here to save it to the database //if its ID is NULL, create a new container in database, otherwise update the existing one //use BitRepository to save each of the Bits inside the Container $bitRepo = $this->bitRepo; foreach($container->bits as $bit){ $bitRepo->persist($bit); } } } //repository to control saving/retrieving Bits from the database class BitRepository{ public function getById($id){} public function getByContainerId($containerId){} public function persist($bit){} } Therefore, the code I would use to get an instance of Container from the database would be: $bitRepo = new BitRepository(); $containerRepo = new ContainerRepository($bitRepo); $container = $containerRepo->getById($id); Or to create a new one and save to the database: $bitRepo = new BitRepository(); $containerRepo = new ContainerRepository($bitRepo); $container = new Container(); $container->setSomeProperty(1); $bit = new Bit(); $container->addBit($bit); $containerRepo->persist($container); Can someone advise me as to whether I have implemented this pattern correctly? Thanks!

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  • C++/boost generator module, feedback/critic please

    - by aaa
    hello. I wrote this generator, and I think to submit to boost people. Can you give me some feedback about it it basically allows to collapse multidimensional loops to flat multi-index queue. Loop can be boost lambda expressions. Main reason for doing this is to make parallel loops easier and separate algorithm from controlling structure (my fieldwork is computational chemistry where deep loops are common) 1 #ifndef _GENERATOR_HPP_ 2 #define _GENERATOR_HPP_ 3 4 #include <boost/array.hpp> 5 #include <boost/lambda/lambda.hpp> 6 #include <boost/noncopyable.hpp> 7 8 #include <boost/mpl/bool.hpp> 9 #include <boost/mpl/int.hpp> 10 #include <boost/mpl/for_each.hpp> 11 #include <boost/mpl/range_c.hpp> 12 #include <boost/mpl/vector.hpp> 13 #include <boost/mpl/transform.hpp> 14 #include <boost/mpl/erase.hpp> 15 16 #include <boost/fusion/include/vector.hpp> 17 #include <boost/fusion/include/for_each.hpp> 18 #include <boost/fusion/include/at_c.hpp> 19 #include <boost/fusion/mpl.hpp> 20 #include <boost/fusion/include/as_vector.hpp> 21 22 #include <memory> 23 24 /** 25 for loop generator which can use lambda expressions. 26 27 For example: 28 @code 29 using namespace generator; 30 using namespace boost::lambda; 31 make_for(N, N, range(bind(std::max<int>, _1, _2), N), range(_2, _3+1)); 32 // equivalent to pseudocode 33 // for l=0,N: for k=0,N: for j=max(l,k),N: for i=k,j 34 @endcode 35 36 If range is given as upper bound only, 37 lower bound is assumed to be default constructed 38 Lambda placeholders may only reference first three indices. 39 */ 40 41 namespace generator { 42 namespace detail { 43 44 using boost::lambda::constant_type; 45 using boost::lambda::constant; 46 47 /// lambda expression identity 48 template<class E, class enable = void> 49 struct lambda { 50 typedef E type; 51 }; 52 53 /// transform/construct constant lambda expression from non-lambda 54 template<class E> 55 struct lambda<E, typename boost::disable_if< 56 boost::lambda::is_lambda_functor<E> >::type> 57 { 58 struct constant : boost::lambda::constant_type<E>::type { 59 typedef typename boost::lambda::constant_type<E>::type base_type; 60 constant() : base_type(boost::lambda::constant(E())) {} 61 constant(const E &e) : base_type(boost::lambda::constant(e)) {} 62 }; 63 typedef constant type; 64 }; 65 66 /// range functor 67 template<class L, class U> 68 struct range_ { 69 typedef boost::array<int,4> index_type; 70 range_(U upper) : bounds_(typename lambda<L>::type(), upper) {} 71 range_(L lower, U upper) : bounds_(lower, upper) {} 72 73 template< typename T, size_t N> 74 T lower(const boost::array<T,N> &index) { 75 return bound<0>(index); 76 } 77 78 template< typename T, size_t N> 79 T upper(const boost::array<T,N> &index) { 80 return bound<1>(index); 81 } 82 83 private: 84 template<bool b, typename T> 85 T bound(const boost::array<T,1> &index) { 86 return (boost::fusion::at_c<b>(bounds_))(index[0]); 87 } 88 89 template<bool b, typename T> 90 T bound(const boost::array<T,2> &index) { 91 return (boost::fusion::at_c<b>(bounds_))(index[0], index[1]); 92 } 93 94 template<bool b, typename T, size_t N> 95 T bound(const boost::array<T,N> &index) { 96 using boost::fusion::at_c; 97 return (at_c<b>(bounds_))(index[0], index[1], index[2]); 98 } 99 100 boost::fusion::vector<typename lambda<L>::type, 101 typename lambda<U>::type> bounds_; 102 }; 103 104 template<typename T, size_t N> 105 struct for_base { 106 typedef boost::array<T,N> value_type; 107 virtual ~for_base() {} 108 virtual value_type next() = 0; 109 }; 110 111 /// N-index generator 112 template<typename T, size_t N, class R, class I> 113 struct for_ : for_base<T,N> { 114 typedef typename for_base<T,N>::value_type value_type; 115 typedef R range_tuple; 116 for_(const range_tuple &r) : r_(r), state_(true) { 117 boost::fusion::for_each(r_, initialize(index)); 118 } 119 /// @return new generator 120 for_* new_() { return new for_(r_); } 121 /// @return next index value and increment 122 value_type next() { 123 value_type next; 124 using namespace boost::lambda; 125 typename value_type::iterator n = next.begin(); 126 typename value_type::iterator i = index.begin(); 127 boost::mpl::for_each<I>(*(var(n))++ = var(i)[_1]); 128 129 state_ = advance<N>(r_, index); 130 return next; 131 } 132 /// @return false if out of bounds, true otherwise 133 operator bool() { return state_; } 134 135 private: 136 /// initialize indices 137 struct initialize { 138 value_type &index_; 139 mutable size_t i_; 140 initialize(value_type &index) : index_(index), i_(0) {} 141 template<class R_> void operator()(R_& r) const { 142 index_[i_++] = r.lower(index_); 143 } 144 }; 145 146 /// advance index[0:M) 147 template<size_t M> 148 struct advance { 149 /// stop recursion 150 struct stop { 151 stop(R r, value_type &index) {} 152 }; 153 /// advance index 154 /// @param r range tuple 155 /// @param index index array 156 advance(R &r, value_type &index) : index_(index), i_(0) { 157 namespace fusion = boost::fusion; 158 index[M-1] += 1; // increment index 159 fusion::for_each(r, *this); // update indices 160 state_ = index[M-1] >= fusion::at_c<M-1>(r).upper(index); 161 if (state_) { // out of bounds 162 typename boost::mpl::if_c<(M > 1), 163 advance<M-1>, stop>::type(r, index); 164 } 165 } 166 /// apply lower bound of range to index 167 template<typename R_> void operator()(R_& r) const { 168 if (i_ >= M) index_[i_] = r.lower(index_); 169 ++i_; 170 } 171 /// @return false if out of bounds, true otherwise 172 operator bool() { return state_; } 173 private: 174 value_type &index_; ///< index array reference 175 mutable size_t i_; ///< running index 176 bool state_; ///< out of bounds state 177 }; 178 179 value_type index; 180 range_tuple r_; 181 bool state_; 182 }; 183 184 185 /// polymorphic generator template base 186 template<typename T,size_t N> 187 struct For : boost::noncopyable { 188 typedef boost::array<T,N> value_type; 189 /// @return next index value and increment 190 value_type next() { return for_->next(); } 191 /// @return false if out of bounds, true otherwise 192 operator bool() const { return for_; } 193 protected: 194 /// reset smart pointer 195 void reset(for_base<T,N> *f) { for_.reset(f); } 196 std::auto_ptr<for_base<T,N> > for_; 197 }; 198 199 /// range [T,R) type 200 template<typename T, typename R> 201 struct range_type { 202 typedef range_<T,R> type; 203 }; 204 205 /// range identity specialization 206 template<typename T, class L, class U> 207 struct range_type<T, range_<L,U> > { 208 typedef range_<L,U> type; 209 }; 210 211 namespace fusion = boost::fusion; 212 namespace mpl = boost::mpl; 213 214 template<typename T, size_t N, class R1, class R2, class R3, class R4> 215 struct range_tuple { 216 // full range vector 217 typedef typename mpl::vector<R1,R2,R3,R4> v; 218 typedef typename mpl::end<v>::type end; 219 typedef typename mpl::advance_c<typename mpl::begin<v>::type, N>::type pos; 220 // [0:N) range vector 221 typedef typename mpl::erase<v, pos, end>::type t; 222 // transform into proper range fusion::vector 223 typedef typename fusion::result_of::as_vector< 224 typename mpl::transform<t,range_type<T, mpl::_1> >::type 225 >::type type; 226 }; 227 228 229 template<typename T, size_t N, 230 class R1, class R2, class R3, class R4, 231 class O> 232 struct for_type { 233 typedef typename range_tuple<T,N,R1,R2,R3,R4>::type range_tuple; 234 typedef for_<T, N, range_tuple, O> type; 235 }; 236 237 } // namespace detail 238 239 240 /// default index order, [0:N) 241 template<size_t N> 242 struct order { 243 typedef boost::mpl::range_c<size_t,0, N> type; 244 }; 245 246 /// N-loop generator, 0 < N <= 5 247 /// @tparam T index type 248 /// @tparam N number of indices/loops 249 /// @tparam R1,... range types 250 /// @tparam O index order 251 template<typename T, size_t N, 252 class R1, class R2 = void, class R3 = void, class R4 = void, 253 class O = typename order<N>::type> 254 struct for_ : detail::for_type<T, N, R1, R2, R3, R4, O>::type { 255 typedef typename detail::for_type<T, N, R1, R2, R3, R4, O>::type base_type; 256 typedef typename base_type::range_tuple range_tuple; 257 for_(const range_tuple &range) : base_type(range) {} 258 }; 259 260 /// loop range [L:U) 261 /// @tparam L lower bound type 262 /// @tparam U upper bound type 263 /// @return range 264 template<class L, class U> 265 detail::range_<L,U> range(L lower, U upper) { 266 return detail::range_<L,U>(lower, upper); 267 } 268 269 /// make 4-loop generator with specified index ordering 270 template<typename T, class R1, class R2, class R3, class R4, class O> 271 for_<T, 4, R1, R2, R3, R4, O> 272 make_for(R1 r1, R2 r2, R3 r3, R4 r4, const O&) { 273 typedef for_<T, 4, R1, R2, R3, R4, O> F; 274 return F(F::range_tuple(r1, r2, r3, r4)); 275 } 276 277 /// polymorphic generator template forward declaration 278 template<typename T,size_t N> 279 struct For; 280 281 /// polymorphic 4-loop generator 282 template<typename T> 283 struct For<T,4> : detail::For<T,4> { 284 /// generator with default index ordering 285 template<class R1, class R2, class R3, class R4> 286 For(R1 r1, R2 r2, R3 r3, R4 r4) { 287 this->reset(make_for<T>(r1, r2, r3, r4).new_()); 288 } 289 /// generator with specified index ordering 290 template<class R1, class R2, class R3, class R4, class O> 291 For(R1 r1, R2 r2, R3 r3, R4 r4, O o) { 292 this->reset(make_for<T>(r1, r2, r3, r4, o).new_()); 293 } 294 }; 295 296 } 297 298 299 #endif /* _GENERATOR_HPP_ */

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  • Threading across multiple files

    - by Zach M.
    My program is reading in files and using thread to compute the highest prime number, when I put a print statement into the getNum() function my numbers are printing out. However, it seems to just lag no matter how many threads I input. Each file has 1 million integers in it. Does anyone see something apparently wrong with my code? Basically the code is giving each thread 1000 integers to check before assigning a new thread. I am still a C noobie and am just learning the ropes of threading. My code is a mess right now because I have been switching things around constantly. #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include <pthread.h> #include <math.h> #include <semaphore.h> //Global variable declaration char *file1 = "primes1.txt"; char *file2 = "primes2.txt"; char *file3 = "primes3.txt"; char *file4 = "primes4.txt"; char *file5 = "primes5.txt"; char *file6 = "primes6.txt"; char *file7 = "primes7.txt"; char *file8 = "primes8.txt"; char *file9 = "primes9.txt"; char *file10 = "primes10.txt"; char **fn; //file name variable int numberOfThreads; int *highestPrime = NULL; int fileArrayNum = 0; int loop = 0; int currentFile = 0; sem_t semAccess; sem_t semAssign; int prime(int n)//check for prime number, return 1 for prime 0 for nonprime { int i; for(i = 2; i <= sqrt(n); i++) if(n % i == 0) return(0); return(1); } int getNum(FILE* file) { int number; char* tempS = malloc(20 *sizeof(char)); fgets(tempS, 20, file); tempS[strlen(tempS)-1] = '\0'; number = atoi(tempS); free(tempS);//free memory for later call return(number); } void* findPrimality(void *threadnum) //main thread function to find primes { int tNum = (int)threadnum; int checkNum; char *inUseFile = NULL; int x=1; FILE* file; while(currentFile < 10){ if(inUseFile == NULL){//inUseFIle being used to check if a file is still being read sem_wait(&semAccess);//critical section inUseFile = fn[currentFile]; sem_post(&semAssign); file = fopen(inUseFile, "r"); while(!feof(file)){ if(x % 1000 == 0 && tNum !=1){ //go for 1000 integers and then wait sem_wait(&semAssign); } checkNum = getNum(file); /* * * * * I think the issue is here * * * */ if(checkNum > highestPrime[tNum]){ if(prime(checkNum)){ highestPrime[tNum] = checkNum; } } x++; } fclose(file); inUseFile = NULL; } currentFile++; } } int main(int argc, char* argv[]) { if(argc != 2){ //checks for number of arguements being passed printf("To many ARGS\n"); return(-1); } else{//Sets thread cound to user input checking for correct number of threads numberOfThreads = atoi(argv[1]); if(numberOfThreads < 1 || numberOfThreads > 10){ printf("To many threads entered\n"); return(-1); } time_t preTime, postTime; //creating time variables int i; fn = malloc(10 * sizeof(char*)); //create file array and initialize fn[0] = file1; fn[1] = file2; fn[2] = file3; fn[3] = file4; fn[4] = file5; fn[5] = file6; fn[6] = file7; fn[7] = file8; fn[8] = file9; fn[9] = file10; sem_init(&semAccess, 0, 1); //initialize semaphores sem_init(&semAssign, 0, numberOfThreads); highestPrime = malloc(numberOfThreads * sizeof(int)); //create an array to store each threads highest number for(loop = 0; loop < numberOfThreads; loop++){//set initial values to 0 highestPrime[loop] = 0; } pthread_t calculationThread[numberOfThreads]; //thread to do the work preTime = time(NULL); //start the clock for(i = 0; i < numberOfThreads; i++){ pthread_create(&calculationThread[i], NULL, findPrimality, (void *)i); } for(i = 0; i < numberOfThreads; i++){ pthread_join(calculationThread[i], NULL); } for(i = 0; i < numberOfThreads; i++){ printf("this is a prime number: %d \n", highestPrime[i]); } postTime= time(NULL); printf("Wall time: %ld seconds\n", (long)(postTime - preTime)); } } Yes I am trying to find the highest number over all. So I have made some head way the last few hours, rescucturing the program as spudd said, currently I am getting a segmentation fault due to my use of structures, I am trying to save the largest individual primes in the struct while giving them the right indices. This is the revised code. So in short what the first thread is doing is creating all the threads and giving them access points to a very large integer array which they will go through and find prime numbers, I want to implement semaphores around the while loop so that while they are executing every 2000 lines or the end they update a global prime number. #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include <pthread.h> #include <math.h> #include <semaphore.h> //Global variable declaration char *file1 = "primes1.txt"; char *file2 = "primes2.txt"; char *file3 = "primes3.txt"; char *file4 = "primes4.txt"; char *file5 = "primes5.txt"; char *file6 = "primes6.txt"; char *file7 = "primes7.txt"; char *file8 = "primes8.txt"; char *file9 = "primes9.txt"; char *file10 = "primes10.txt"; int numberOfThreads; int entries[10000000]; int entryIndex = 0; int fileCount = 0; char** fileName; int largestPrimeNumber = 0; //Register functions int prime(int n); int getNum(FILE* file); void* findPrimality(void *threadNum); void* assign(void *num); typedef struct package{ int largestPrime; int startingIndex; int numberCount; }pack; //Beging main code block int main(int argc, char* argv[]) { if(argc != 2){ //checks for number of arguements being passed printf("To many threads!!\n"); return(-1); } else{ //Sets thread cound to user input checking for correct number of threads numberOfThreads = atoi(argv[1]); if(numberOfThreads < 1 || numberOfThreads > 10){ printf("To many threads entered\n"); return(-1); } int threadPointer[numberOfThreads]; //Pointer array to point to entries time_t preTime, postTime; //creating time variables int i; fileName = malloc(10 * sizeof(char*)); //create file array and initialize fileName[0] = file1; fileName[1] = file2; fileName[2] = file3; fileName[3] = file4; fileName[4] = file5; fileName[5] = file6; fileName[6] = file7; fileName[7] = file8; fileName[8] = file9; fileName[9] = file10; FILE* filereader; int currentNum; for(i = 0; i < 10; i++){ filereader = fopen(fileName[i], "r"); while(!feof(filereader)){ char* tempString = malloc(20 *sizeof(char)); fgets(tempString, 20, filereader); tempString[strlen(tempString)-1] = '\0'; entries[entryIndex] = atoi(tempString); entryIndex++; free(tempString); } } //sem_init(&semAccess, 0, 1); //initialize semaphores //sem_init(&semAssign, 0, numberOfThreads); time_t tPre, tPost; pthread_t coordinate; tPre = time(NULL); pthread_create(&coordinate, NULL, assign, (void**)numberOfThreads); pthread_join(coordinate, NULL); tPost = time(NULL); } } void* findPrime(void* pack_array) { pack* currentPack= pack_array; int lp = currentPack->largestPrime; int si = currentPack->startingIndex; int nc = currentPack->numberCount; int i; int j = 0; for(i = si; i < nc; i++){ while(j < 2000 || i == (nc-1)){ if(prime(entries[i])){ if(entries[i] > lp) lp = entries[i]; } j++; } } return (void*)currentPack; } void* assign(void* num) { int y = (int)num; int i; int count = 10000000/y; int finalCount = count + (10000000%y); int sIndex = 0; pack pack_array[(int)num]; pthread_t workers[numberOfThreads]; //thread to do the workers for(i = 0; i < y; i++){ if(i == (y-1)){ pack_array[i].largestPrime = 0; pack_array[i].startingIndex = sIndex; pack_array[i].numberCount = finalCount; } pack_array[i].largestPrime = 0; pack_array[i].startingIndex = sIndex; pack_array[i].numberCount = count; pthread_create(&workers[i], NULL, findPrime, (void *)&pack_array[i]); sIndex += count; } for(i = 0; i< y; i++) pthread_join(workers[i], NULL); } //Functions int prime(int n)//check for prime number, return 1 for prime 0 for nonprime { int i; for(i = 2; i <= sqrt(n); i++) if(n % i == 0) return(0); return(1); }

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

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  • Video games, content strategy, and failure - oh my.

    - by Roger Hart
    Last night was the CS London group's event Content Strategy, Manhattan Style. Yes, it's a terrible title, feeling like a self-conscious grasp for chic, sadly commensurate with the venue. Fortunately, this was not commensurate with the event itself, which was lively, relevant, and engaging. Although mostly if you're a consultant. This is a strong strain in current content strategy discourse, and I think we're going to see it remedied quite soon. Not least in Paris on Friday. A lot of the bloggers, speakers, and commentators in the sphere are consultants, or part of agencies and other consulting organisations. A lot of the talk is about how you sell content strategy to your clients. This is completely acceptable. Of course it is. And it's actually useful if that's something you regularly have to do. To an extent, it's even portable to those of us who have to sell content strategy within an organisation. We're still competing for credibility and resource. What we're doing less is living in the beginning of a project. This was touched on by Jeffrey MacIntyre (albeit in a your-clients kind of a way) who described "the day two problem". Companies, he suggested, build websites for launch day, and forget about the need for them to be ongoing entities. Consultants, agencies, or even internal folks on short projects will live through Day Two quite often: the trainwreck moment where somebody realises that even if the content is right (which it often isn't), and on time (which it often isn't), it'll be redundant, outdated, or inaccurate by the end of the week/month/fickle social media attention cycle. The thing about living through a lot of Day Two is that you see a lot of failure. Nothing succeeds like failure? Failure is good. When it's structured right, it's an awesome tool for learning - that's kind of how video games work. I'm chewing over a whole blog post about this, but basically in game-like learning, you try, fail, go round the loop again. Success eventually yields joy. It's a relatively well-known phenomenon. It works best when that failing step is acutely felt, but extremely inexpensive. Dying in Portal is highly frustrating and surprisingly characterful, but the save-points are well designed and the reload unintrusive. The barrier to re-entry into the loop is very low, as is the cost of your failure out in meatspace. So it's easy (and fun) to learn. Yeah, spot the difference with business failure. As an external content strategist, you get to rock up with a big old folder full of other companies' Day Two (and ongoing day two hundred) failures. You can't send the client round the learning loop - although you may well be there because they've been round it once - but you can show other people's round trip. It's not as compelling, but it's not bad. What about internal content strategists? We can still point to things that are wrong, and there are some very compelling tools at our disposal - content inventories, user testing, and analytics, for instance. But if we're picking up big organically sprawling legacy content, Day Two may well be a distant memory, and the felt experience of web content failure is unlikely to be immediate to many people in the organisation. What to do? My hunch here is that the first task is to create something immediate and felt, but that it probably needs to be a success. Something quickly doable and visible - a content problem solved with a measurable business result. Now, that's a tall order; but scrape of the "quickly" and it's the whole reason we're here. At Red Gate, I've started with the text book fear and passion introduction to content strategy. In fact, I just typo'd that as "contempt strategy", and it isn't a bad description. Yelling "look at this, our website is rubbish!" gets you the initial attention, but it doesn't make you many friends. And if you don't produce something pretty sharp-ish, it's easy to lose the momentum you built up for change. The first thing I've done - after the visual content inventory - is to delete a bunch of stuff. About 70% of the SQL Compare web content has gone, in fact. This is a really, really cheap operation. It's visible, and it's powerful. It's cheap because you don't have to create any new content. It's not free, however, because you do have to validate your deletions. This means analytics, actually reading that content, and talking to people whose business purposes that content has to serve. If nobody outside the company uses it, and nobody inside the company thinks they ought to, that's a no-brainer for the delete list. The payoff here is twofold. There's the nebulous hard-to-illustrate "bad content does user experience and brand damage" argument; and there's the "nobody has to spend time (money) maintaining this now" argument. One or both are easily felt, and the second at least should be measurable. But that's just one approach, and I'd be interested to hear from any other internal content strategy folks about how they get buy-in, maintain momentum, and generally get things done.

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  • await, WhenAll, WaitAll, oh my!!

    - by cibrax
    If you are dealing with asynchronous work in .NET, you might know that the Task class has become the main driver for wrapping asynchronous calls. Although this class was officially introduced in .NET 4.0, the programming model for consuming tasks was much more simplified in C# 5.0 in .NET 4.5 with the addition of the new async/await keywords. In a nutshell, you can use these keywords to make asynchronous calls as if they were sequential, and avoiding in that way any fork or callback in the code. The compiler takes care of the rest. I was yesterday writing some code for making multiple asynchronous calls to backend services in parallel. The code looked as follow, var allResults = new List<Result>(); foreach(var provider in providers) { var results = await provider.GetResults(); allResults.AddRange(results); } return allResults; You see, I was using the await keyword to make multiple calls in parallel. Something I did not consider was the overhead this code implied after being compiled. I started an interesting discussion with some smart folks in twitter. One of them, Tugberk Ugurlu, had the brilliant idea of actually write some code to make a performance comparison with another approach using Task.WhenAll. There are two additional methods you can use to wait for the results of multiple calls in parallel, WhenAll and WaitAll. WhenAll creates a new task and waits for results in that new task, so it does not block the calling thread. WaitAll, on the other hand, blocks the calling thread. This is the code Tugberk initially wrote, and I modified afterwards to also show the results of WaitAll. class Program { private static Func<Stopwatch, Task>[] funcs = new Func<Stopwatch, Task>[] { async (watch) => { watch.Start(); await Task.Delay(1000); Console.WriteLine("1000 one has been completed."); }, async (watch) => { await Task.Delay(1500); Console.WriteLine("1500 one has been completed."); }, async (watch) => { await Task.Delay(2000); Console.WriteLine("2000 one has been completed."); watch.Stop(); Console.WriteLine(watch.ElapsedMilliseconds + "ms has been elapsed."); } }; static void Main(string[] args) { Console.WriteLine("Await in loop work starts..."); DoWorkAsync().ContinueWith(task => { Console.WriteLine("Parallel work starts..."); DoWorkInParallelAsync().ContinueWith(t => { Console.WriteLine("WaitAll work starts..."); WaitForAll(); }); }); Console.ReadLine(); } static async Task DoWorkAsync() { Stopwatch watch = new Stopwatch(); foreach (var func in funcs) { await func(watch); } } static async Task DoWorkInParallelAsync() { Stopwatch watch = new Stopwatch(); await Task.WhenAll(funcs[0](watch), funcs[1](watch), funcs[2](watch)); } static void WaitForAll() { Stopwatch watch = new Stopwatch(); Task.WaitAll(funcs[0](watch), funcs[1](watch), funcs[2](watch)); } } After running this code, the results were very concluding. Await in loop work starts... 1000 one has been completed. 1500 one has been completed. 2000 one has been completed. 4532ms has been elapsed. Parallel work starts... 1000 one has been completed. 1500 one has been completed. 2000 one has been completed. 2007ms has been elapsed. WaitAll work starts... 1000 one has been completed. 1500 one has been completed. 2000 one has been completed. 2009ms has been elapsed. The await keyword in a loop does not really make the calls in parallel.

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