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  • Exposing warnings\errors from data objects (that are also list returned)

    - by Oren Schwartz
    I'm exposing Data objects via service oriented assembly (which on future usages might become a WCF service). The data object is tree designed, as well as formed from allot of properties.Moreover, some services return one objects, others retrieve a list of them (thus disables throwing exceptions). I now want to expose data flow warnings and wondering what's the best way to do it having to things to consider: (1) seperation (2) ease of access. On the one hand, i want the UI team to be able to access a fields warnings (or errors) without having them mapping the field names to an external source but on the other hand, i don't want the warnings "hanged" on the object itself (as i don't see it a correct design). I tought of creating a new type of wrapper for each field, that'll expose events and they'll have to register the one's they care about (but totally not sure) I'll be happy to hear your thoughts. Could you please direct me to a respectful design pattern ? what dp will do best here ? Thank you very much!

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  • Toolbar Cleaner Strips Toolbars, Add-ons, and Browser Helper Objects

    - by Jason Fitzpatrick
    If you’re trying to remove all the crap off a friend’s bogged down computer, Toolbar Cleaner is a handy little app that does a thorough job stripping away spammy toolbars, dubious add-ons, and browser helper objects. Toolbar Cleaner is a free application that helps remove unwanted garbage from your Internet Explorer, Firefox, and Google Chrome installations–including third-party toolbars, extensions/add-ons, and browser helper objects (plug-ins that modify your browser behavior and can contain malware). If you’re dealing with a machine drowning under all the toolbars and crapware that have snuck onto the system, it’s a nearly one-click solution to purging all of them. Hit up the link below to read more about the software and grab a copy. Toolbar Cleaner is freeware, Windows only. Toolbar Cleaner [via Freeware Genius] HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8 How To Play DVDs on Windows 8

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Powershell – script all objects on all databases to files

    - by Nigel Rivett
    <# This simple PowerShell routine scripts out all the user-defined functions, stored procedures, tables and views in all the databases on the server that you specify, to the path that you specify. SMO must be installed on the machine (it happens if SSMS is installed) To run - set the servername and path Open a command window and run powershell Copy the below into the window and press enter - it should run It will create the subfolders for the databases and objects if necessary. #> $path = “C:\Test\Script\" $ServerName = "MyServerNameOrIpAddress" [System.Reflection.Assembly]::LoadWithPartialName('Microsoft.SqlServer.SMO') $serverInstance = New-Object ('Microsoft.SqlServer.Management.Smo.Server') $ServerName $IncludeTypes = @(“tables”,”StoredProcedures”,"Views","UserDefinedFunctions") $ExcludeSchemas = @(“sys”,”Information_Schema”) $so = new-object (‘Microsoft.SqlServer.Management.Smo.ScriptingOptions’) $so.IncludeIfNotExists = 0 $so.SchemaQualify = 1 $so.AllowSystemObjects = 0 $so.ScriptDrops = 0 #Script Drop Objects $dbs=$serverInstance.Databases foreach ($db in $dbs) { $dbname = "$db".replace("[","").replace("]","") $dbpath = "$path"+"$dbname" + "\" if ( !(Test-Path $dbpath)) {$null=new-item -type directory -name "$dbname"-path "$path"} foreach ($Type in $IncludeTypes) { $objpath = "$dbpath" + "$Type" + "\" if ( !(Test-Path $objpath)) {$null=new-item -type directory -name "$Type"-path "$dbpath"} foreach ($objs in $db.$Type) { If ($ExcludeSchemas -notcontains $objs.Schema ) { $ObjName = "$objs".replace("[","").replace("]","") $OutFile = "$objpath" + "$ObjName" + ".sql" $objs.Script($so)+"GO" | out-File $OutFile #-Append } } } }

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  • Sharing VBO with multiple objects and fixed size buffer data

    - by Mark Ingram
    I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO inside it, however I've read that it might be better to share VBOs across multiple objects. Also, I read that you should avoid resizing a VBO (repeated calls to glBufferData with different size parameters), and instead choose a fixed size for a VBO, and just try a range from the buffer. I don't think changing the size of the buffer data would happen too often, but surely it would be better to only allocate the data you need? Choosing an arbitrary value seems risky. I'm looking for some advice on working with individual objects in a scene and their associated buffer data.

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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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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  • JavaFX - the right way to use Properties with domain objects

    - by pjm56
    JavaFX has provided a bunch of new Property objects, such as javafx.beans.property.DoubleProperty which allow you to define fields which can be automatically observed and synchronised. In many JFX examples, the MVC model class has a number of these Property fields, which can then bind automatically to the view. However, this seems to be encouraging us to put JFX properties into our Domain objects (if you assume that the Model class is going to be a domain object), which strikes me as a poor separation of concerns (i.e. putting GUI code in the Domain). Has anyone seen this problem being solved in 'real life' and, if so, how was it done?

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  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

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  • Distributed development staff needing a common IP range

    - by bakasan
    I work on a development staff that is geographically distributed, mostly all throughout the state of CA, but several key members also must travel frequently. We rely quite heavily on a 3rd party provider API for a great deal of our subsystems (can't get into who it is or what they do). The 3rd party however is quite stringent on network access and have no notion of a development sandbox. Access is restricted to 2, 3 IP numbers and that's about it. Once we account for our production servers, that leaves us with an IP or two to spare for our dev team--which is still problematic as people's home IP changes, people travel, we have more than 2 devs, etc. Wide IP blocks are not permitted by the 3rd party. Nor will they allow dynamic DNS type services. There is no simple console to swap IPs on the fly either (e.g. if a dev's IP at home changes or they are on the road). As none of us are deep network experts, I'm wondering what our viable options are? Are there such things as 3rd party hosts to VPNs? Generally I think of a VPN as a mechanism to gain access to a home office, but the notion would be a 3rd party VPN that we'd all connect to and we'd register this as an IP origin w/ our 3rd party. We've considered using Amazon EC2 to effectively host a dev environment for each dev and using that to connect. Amazon only gives you so many static IPs however (I believe 5?) so this would only be a stop gap solution until our team size out strips our IP count at Amazon. Those were the only viable thoughts that I had, but again, I'm far from a networking guy. Tried searching for similar threads, but I'm not even sure I know the right vernacular to look around for.

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  • Simple Distributed Disconnected way to sync a directory

    - by Rory
    I want to start regularly backup my home directory on my ubuntu laptop, machine X. Suppose I have access to 2 different remote (linux) servers that I can backup to, machines A & B. Machine X will be the master, and should be synced to A and B. I could just regularly run rsync from X to A and then from X to B. That's all I need. However I'm curious if there's a more bandwidth effecient, and hence faster way to do it. Assuming X is going to be on residential style broadband lines, and since I don't want to soak up the bandwidth, I would limit the transfer from X. A and B will be on all the time, however X, will not be, so I'd also like to reduce the amount of time that X is transfering, potentially allowing A and B to spend more time transfering. Also, X won't be connected all the time. What's the best way to do this? rsync from X to A, then from A to B? Timing that right could be troublesome. I don't want to keep old files around, so if I was to rsync, then the --del option would be used. Could that mean something might get tranfered from A to B, then deleted from B, then transfered from A to B again? That's suboptimal. I know there are fancy distributed filesystems like gluster, but I think that's overkill in this case, and might not fit with the disconnected nature.

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  • How can I create objects based on dump file memory in a WinDbg extension?

    - by pj4533
    I work on a large application, and frequently use WinDbg to diagnose issues based on a DMP file from a customer. I have written a few small extensions for WinDbg that have proved very useful for pulling bits of information out of DMP files. In my extension code I find myself dereferencing c++ class objects in the same way, over and over, by hand. For example: Address = GetExpression("somemodule!somesymbol"); ReadMemory(Address, &addressOfPtr, sizeof(addressOfPtr), &cb); // get the actual address ReadMemory(addressOfObj, &addressOfObj, sizeof(addressOfObj), &cb); ULONG offset; ULONG addressOfField; GetFieldOffset("somemodule!somesymbolclass", "somefield", &offset); ReadMemory(addressOfObj+offset, &addressOfField, sizeof(addressOfField), &cb); That works well, but as I have written more extensions, with greater functionality (and accessing more complicated objects in our applications DMP files), I have longed for a better solution. I have access to the source of our own application of course, so I figure there should be a way to copy an object out of a DMP file and use that memory to create an actual object in the debugger extension that I can call functions on (by linking in dlls from our application). This would save me the trouble of pulling things out of the DMP by hand. Is this even possible? I tried obvious things like creating a new object in the extension, then overwriting it with a big ReadMemory directly from the DMP file. This seemed to put the data in the right fields, but freaked out when I tried to call a function. I figure I am missing something...maybe c++ pulls some vtable funky-ness that I don't know about? My code looks similar to this: SomeClass* thisClass = SomeClass::New(); ReadMemory(addressOfObj, &(*thisClass), sizeof(*thisClass), &cb);

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  • Where do objects merge/join data in a 3-tier model?

    - by BerggreenDK
    Its probarbly a simple 3-tier problem. I just want to make sure we use the best practice for this and I am not that familiary with the structures yet. We have the 3 tiers: GUI: ASP.NET for Presentation-layer (first platform) BAL: Business-layer will be handling the logic on a webserver in C#, so we both can use it for webforms/MVC + webservices DAL: LINQ to SQL in the Data-layer, returning BusinessObjects not LINQ. DB: The SQL will be Microsoft SQL-server/Express (havent decided yet). Lets think of setup where we have a database of [Persons]. They can all have multiple [Address]es and we have a complete list of all [PostalCode] and corresponding citynames etc. The deal is that we have joined a lot of details from other tables. {Relations}/[tables] [Person]:1 --- N:{PersonAddress}:M --- 1:[Address] [Address]:N --- 1:[PostalCode] Now we want to build the DAL for Person. How should the PersonBO look and when does the joins occure? Is it a business-layer problem to fetch all citynames and possible addressses pr. Person? or should the DAL complete all this before returning the PersonBO to the BAL ? Class PersonBO { public int ID {get;set;} public string Name {get;set;} public List<AddressBO> {get;set;} // Question #1 } // Q1: do we retrieve the objects before returning the PersonBO and should it be an Array instead? or is this totally wrong for n-tier/3-tier?? Class AddressBO { public int ID {get;set;} public string StreetName {get;set;} public int PostalCode {get;set;} // Question #2 } // Q2: do we make the lookup or just leave the PostalCode for later lookup? Can anyone explain in what order to pull which objects? Constructive criticism is very welcome. :o)

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  • Is this distributed database server idea feasible?

    - by David
    I often use SQLite for creating simple programs in companies. The database is placed on a file server. This works fine as long as there are not more than about 50 users working towards the database concurrently (though depending on whether it is reads or writes). Once there are more than this, they will notice a slowdown if there are a lot of concurrent writing on the server as lots of time is spent on locks, and there is nothing like a cache as there is no database server. The advantage of not needing a database server is that the time to set up something like a company Wiki or similar can be reduced from several months to just days. It often takes several months because some IT-department needs to order the server and it needs to conform with the company policies and security rules and it needs to be placed on the outsourced server hosting facility, which screws up and places it in the wrong localtion etc. etc. Therefore, I thought of an idea to create a distributed database server. The process would be as follows: A user on a company computer edits something on a Wiki page (which uses this database as its backend), to do this he reads a file on the local harddisk stating the ip-address of the last desktop computer to be a database server. He then tries to contact this computer directly via TCP/IP. If it does not answer, then he will read a file on the file server stating the ip-address of the last desktop computer to be a database server. If this server does not answer either, his own desktop computer will become the database server and register its ip-address in the same file. The SQL update statement can then be executed, and other desktop computers can connect to his directly. The point with this architecture is that, the higher load, the better it will function, as each desktop computer will always know the ip-address of the database server. Also, using this setup, I believe that a database placed on a fileserver could serve hundreds of desktop computers instead of the current 50 or so. I also do not believe that the load on the single desktop computer, which has become database server will ever be noticable, as there will be no hard disk operations on this desktop, only on the file server. Is this idea feasible? Does it already exist? What kind of database could support such an architecture?

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  • How To Remove People and Objects From Photographs In Photoshop

    - by Eric Z Goodnight
    You might think that it’s a complicated process to remove objects from photographs. But really Photoshop makes it quite simple, even when removing all traces of a person from digital photographs. Read on to see just how easy it is. Photoshop was originally created to be an image editing program, and it excels at it. With hardly any Photoshop experience, any beginner can begin removing objects or people from their photos. Have some friends that photobombed an otherwise great pic? Tell them to say their farewells, because here’s how to get rid of them with Photoshop! Tools for Removing Objects Removing an object is not really “magical” work. Your goal is basically to cover up the information you don’t want in an image with information you do want. In this sample image, we want to remove the cigar smoking man, and leave the geisha. Here’s a couple of the tools that can be useful to work with when attempting this kind of task. Clone Stamp and Pattern Stamp Tool: Samples parts of your image from your background, and allows you to paint into your image with your mouse or stylus. Eraser and Brush Tools: Paint flat colors and shapes, and erase cloned layers of image information. Basic, down and dirty photo editing tools. Pen, Quick Selection, Lasso, and Crop tools: Select, isolate, and remove parts of your image with these selection tools. All useful in their own way. Some, like the pen tool, are nightmarishly tough on beginners. Remove a Person with the Clone Stamp Tool (Video) The video above uses the Clone Stamp tool to sample and paint with the background texture. It’s a simple tool to use, although it can be confusing, possibly counter-intuitive. Here’s some pointers, in addition to the video above. Select shortcut key to choose the Clone tool stamp from the Tools Panel. Always create a copy of your background layer before doing heavy edits by right clicking on the background in your Layers Panel and selecting “Duplicate.” Hold with the Clone Tool selected, and click anywhere in your image to sample that area. When you’re sampling an area, your cursor is “Aligned” with your sample area. When you paint, your sample area moves. You can turn the “Aligned” setting off by clicking the in the Options Panel at the top of your screen if you want. Change your brush size and hardness as shown in the video by right-clicking in your image. Use your lasso to copy and paste pieces of your image in order to cover up any parts that seem appropriate. Photoshop Magic with the “Content-Aware Fill” One of the hallmark features of CS5 is the “Content-Aware Fill.” Content aware fill can be an excellent shortcut to removing objects and even people in Photoshop, but it is somewhat limited, and can get confused. Here’s a basic rundown on how it works. Select an object using your Lasso tool, shortcut key . The Lasso works fine as this selection can be rough. Navigate to Edit > Fill, and select “Content-Aware,” as illustrated above, from the pull-down menu. It’s surprisingly simple. After some processing, Photoshop has done the work of removing the object for you. It takes a few moments, and it is not perfect, so be prepared to touch it up with some Copy-Paste, or some Clone stamp action. Content Aware Fill Has Its Limits Keep in mind that the Content Aware Fill is meant to be used with other techniques in mind. It doesn’t always perform perfectly, but can give you a great starting point. Take this image for instance. It is actually plausible to hide this figure and make this image look like he was never there at all. With a selection made with the Lasso tool, navigate to Edit > Fill and select “Content Aware” again. The result is surprisingly good, but as you can see, worthy of some touch up. With a result like this one, you’ll have to get your hands dirty with copy-paste to create believable lines in the background. With many photographs, Content Aware Fill will simply get confused and give you results you won’t be happy with. Additional Touch Up for Bad Background Textures with the Pattern Stamp Tool For the perfectionist, cleaning up the lumpy looking textures that the Clone Stamp can leave is fairly simple using the Pattern Stamp Tool. Sample an piece of your image with your Marquee Tool, shortcut key . Navigate to Edit > Define Pattern to create a new Pattern from your selection. Click OK to continue. Click and hold down on the Clone Stamp tool in your Tools Panel until you can select the Pattern Stamp Tool. Pick your new pattern from the Options at the top of your screen, in the Options Panel. Then simply right click in your image in order to pick as soft a brush as possible to paint with. Paint into your image until your background is as smooth as you want it to be, making your painted out object more and more invisible. If you get lines from your repeated texture, experiment turning the on and off and paint over them. In addition to this, simple use of the Crop Tool, shortcut , can recompose an image, making it look as if it never had another object in it at all. Combine these techniques to find a method that works best for your images. Have questions or comments concerning Graphics, Photos, Filetypes, or Photoshop? Send your questions to [email protected], and they may be featured in a future How-To Geek Graphics article. Image Credits: Geisha Kyoto Gion by Todd Laracuenta via Wikipedia, used under Creative Commons. Moai Rano raraku by Aurbina, in Public Domain. Chris Young visits Wrigley by TonyTheTiger, via Wikipedia, used under Creative Commons. Latest Features How-To Geek ETC Ask How-To Geek: How Can I Monitor My Bandwidth Usage? 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  • C# Proposal: Compile Time Static Checking Of Dynamic Objects

    - by Paulo Morgado
    C# 4.0 introduces a new type: dynamic. dynamic is a static type that bypasses static type checking. This new type comes in very handy to work with: The new languages from the dynamic language runtime. HTML Document Object Model (DOM). COM objects. Duck typing … Because static type checking is bypassed, this: dynamic dynamicValue = GetValue(); dynamicValue.Method(); is equivalent to this: object objectValue = GetValue(); objectValue .GetType() .InvokeMember( "Method", BindingFlags.InvokeMethod, null, objectValue, null); Apart from caching the call site behind the scenes and some dynamic resolution, dynamic only looks better. Any typing error will only be caught at run time. In fact, if I’m writing the code, I know the contract of what I’m calling. Wouldn’t it be nice to have the compiler do some static type checking on the interactions with these dynamic objects? Imagine that the dynamic object that I’m retrieving from the GetValue method, besides the parameterless method Method also has a string read-only Property property. This means that, from the point of view of the code I’m writing, the contract that the dynamic object returned by GetValue implements is: string Property { get; } void Method(); Since it’s a well defined contract, I could write an interface to represent it: interface IValue { string Property { get; } void Method(); } If dynamic allowed to specify the contract in the form of dynamic(contract), I could write this: dynamic(IValue) dynamicValue = GetValue(); dynamicValue.Method(); This doesn’t mean that the value returned by GetValue has to implement the IValue interface. It just enables the compiler to verify that dynamicValue.Method() is a valid use of dynamicValue and dynamicValue.OtherMethod() isn’t. If the IValue interface already existed for any other reason, this would be fine. But having a type added to an assembly just for compile time usage doesn’t seem right. So, dynamic could be another type construct. Something like this: dynamic DValue { string Property { get; } void Method(); } The code could now be written like this; DValue dynamicValue = GetValue(); dynamicValue.Method(); The compiler would never generate any IL or metadata for this new type construct. It would only thee used for compile type static checking of dynamic objects. As a consequence, it makes no sense to have public accessibility, so it would not be allowed. Once again, if the IValue interface (or any other type definition) already exists, it can be used in the dynamic type definition: dynamic DValue : IValue, IEnumerable, SomeClass { string Property { get; } void Method(); } Another added benefit would be IntelliSense. I’ve been getting mixed reactions to this proposal. What do you think? Would this be useful?

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