Search Results

Search found 23792 results on 952 pages for 'void pointers'.

Page 158/952 | < Previous Page | 154 155 156 157 158 159 160 161 162 163 164 165  | Next Page >

  • Building Publishing Pages in Code

    - by David Jacobus
    Originally posted on: http://geekswithblogs.net/djacobus/archive/2013/10/27/154478.aspxOne of the Mantras we developers try to follow: Ensure that the solution package we deliver to the client is complete.  We build Web Parts, Master Pages, Images, CSS files and other artifacts that we push to the client with a WSP (Solution Package) And then we have them finish the solution by building their site pages by adding the web parts to the site pages.       I am a proponent that we,  the developers,  should minimize this time consuming work and build these site pages in code.  I found a few blogs and some MSDN documentation but not really a complete solution that has all these artifacts working in one solution.   What I am will discuss and provide a solution for is a package that has: 1.  Master Page 2.  Page Layout 3.  Page Web Parts 4.  Site Pages   Most all done in code without the development team or the developers having to finish up the site building process spending a few hours or days completing the site!  I am not implying that in Development we do this. In fact,  we build these pages incrementally testing our web parts, etc. I am saying that the final action in our solution is that we take all these artifacts and add them to the site pages in code, the client then only needs to activate a few features and VIOLA their site appears!.  I had a project that had me build 8 pages like this as part of the solution.   In this blog post, I am taking a master page solution that I have called DJGreenMaster.  On My Office 365 Development Site it looks like this:     It is a generic master page for a SharePoint 2010 site Along with a three column layout.  Centered with a footer that uses a SharePoint List and Web Part for the footer links.  I use this master page a lot in my site development!  Easy to change the color and site logo with a little CSS.   I am going to add a few web parts for discussion purposes and then add these web parts to a site page in code.    Lets look at the solution package for DJ Green Master as that will be the basis project for building the site pages:   What you are seeing  is a complete solution to add a Master Page to a site collection which contains: 1.  Master Page Module which contains the Master Page and Page Layout 2.  The Footer Module to add the Footer Web Part 3.  Miscellaneous modules to add images, JQuery, CSS and subsite page 4.  3 features and two feature event receivers: a.  DJGreenCSS, used to add the master page CSS file to Style Sheet Library and an Event Receiver to check it in. b.  DJGreenMaster used to add the Master Page and Page Layout.  In an Event Receiver change the master page to DJGreenMaster , create the footer list and check the files in. c.  DJGreenMasterWebParts add the Footer Web Part to the site collection. I won’t go over the code for this as I will give it to you at the end of this blog post. I have discussed creating a list in code in a previous post.  So what we have is the basis to begin what is germane to this discussion.  I have the first two requirements completed.  I need now to add page web parts and the build the pages in code.  For the page web parts, I will use one downloaded from Codeplex which does not use a SharePoint custom list for simplicity:   Weather Web Part and another downloaded from MSDN which is a SharePoint Custom Calendar Web Part, I had to add some functionality to make the events color coded to exceed the built-in 10 overlays using JQuery!    Here is the solution with the added projects:     Here is a screen shot of the Weather Web Part Deployed:   Here is a screen shot of the Site Calendar with JQuery:     Okay, Now we get to the final item:  To create Publishing pages.   We need to add a feature receiver to the DJGreenMaster project I will name it DJSitePages and also add a Event Receiver:       We will build the page at the site collection level and all of the code necessary will be contained in the event receiver.   Added a reference to the Microsoft.SharePoint.Publishing.dll contained in the ISAPI folder of the 14 Hive.   First we will add some static methods from which we will call  in our Event Receiver:   1: private static void checkOut(string pagename, PublishingPage p) 2: { 3: if (p.Name.Equals(pagename, StringComparison.InvariantCultureIgnoreCase)) 4: { 5: 6: if (p.ListItem.File.CheckOutType == SPFile.SPCheckOutType.None) 7: { 8: p.CheckOut(); 9: } 10:   11: if (p.ListItem.File.CheckOutType == SPFile.SPCheckOutType.Online) 12: { 13: p.CheckIn("initial"); 14: p.CheckOut(); 15: } 16: } 17: } 18: private static void checkin(PublishingPage p,PublishingWeb pw) 19: { 20: SPFile publishFile = p.ListItem.File; 21:   22: if (publishFile.CheckOutType != SPFile.SPCheckOutType.None) 23: { 24:   25: publishFile.CheckIn( 26:   27: "CheckedIn"); 28:   29: publishFile.Publish( 30:   31: "published"); 32: } 33: // In case of content approval, approve the file need to add 34: //pulishing site 35: if (pw.PagesList.EnableModeration) 36: { 37: publishFile.Approve("Initial"); 38: } 39: publishFile.Update(); 40: }   In a Publishing Site, CheckIn and CheckOut  are required when dealing with pages in a publishing site.  Okay lets look at the Feature Activated Event Receiver: 1: public override void FeatureActivated(SPFeatureReceiverProperties properties) 2: { 3:   4:   5:   6: object oParent = properties.Feature.Parent; 7:   8:   9:   10: if (properties.Feature.Parent is SPWeb) 11: { 12:   13: currentWeb = (SPWeb)oParent; 14:   15: currentSite = currentWeb.Site; 16:   17: } 18:   19: else 20: { 21:   22: currentSite = (SPSite)oParent; 23:   24: currentWeb = currentSite.RootWeb; 25:   26: } 27: 28:   29: //create the publishing pages 30: CreatePublishingPage(currentWeb, "Home.aspx", "ThreeColumnLayout.aspx","Home"); 31: //CreatePublishingPage(currentWeb, "Dummy.aspx", "ThreeColumnLayout.aspx","Dummy"); 32: }     Basically we are calling the method Create Publishing Page with parameters:  Current Web, Name of the Page, The Page Layout, Title of the page.  Let’s look at the Create Publishing Page method:   1:   2: private void CreatePublishingPage(SPWeb site, string pageName, string pageLayoutName, string title) 3: { 4: PublishingSite pubSiteCollection = new PublishingSite(site.Site); 5: PublishingWeb pubSite = null; 6: if (pubSiteCollection != null) 7: { 8: // Assign an object to the pubSite variable 9: if (PublishingWeb.IsPublishingWeb(site)) 10: { 11: pubSite = PublishingWeb.GetPublishingWeb(site); 12: } 13: } 14: // Search for the page layout for creating the new page 15: PageLayout currentPageLayout = FindPageLayout(pubSiteCollection, pageLayoutName); 16: // Check or the Page Layout could be found in the collection 17: // if not (== null, return because the page has to be based on 18: // an excisting Page Layout 19: if (currentPageLayout == null) 20: { 21: return; 22: } 23:   24: 25: PublishingPageCollection pages = pubSite.GetPublishingPages(); 26: foreach (PublishingPage p in pages) 27: { 28: //The page allready exists 29: if ((p.Name == pageName)) return; 30:   31: } 32: 33:   34:   35: PublishingPage newPage = pages.Add(pageName, currentPageLayout); 36: newPage.Description = pageName.Replace(".aspx", ""); 37: // Here you can set some properties like: 38: newPage.IncludeInCurrentNavigation = true; 39: newPage.IncludeInGlobalNavigation = true; 40: newPage.Title = title; 41: 42: 43:   44:   45: 46:   47: //build the page 48:   49: 50: switch (pageName) 51: { 52: case "Homer.aspx": 53: checkOut("Courier.aspx", newPage); 54: BuildHomePage(site, newPage); 55: break; 56:   57:   58: default: 59: break; 60: } 61: // newPage.Update(); 62: //Now we can checkin the newly created page to the “pages” library 63: checkin(newPage, pubSite); 64: 65: 66: }     The narrative in what is going on here is: 1.  We need to find out if we are dealing with a Publishing Web.  2.  Get the Page Layout 3.  Create the Page in the pages list. 4.  Based on the page name we build that page.  (Here is where we can add all the methods to build multiple pages.) In the switch we call Build Home Page where all the work is done to add the web parts.  Prior to adding the web parts we need to add references to the two web part projects in the solution. using WeatherWebPart.WeatherWebPart; using CSSharePointCustomCalendar.CustomCalendarWebPart;   We can then reference them in the Build Home Page method.   Let’s look at Build Home Page: 1:   2: private static void BuildHomePage(SPWeb web, PublishingPage pubPage) 3: { 4: // build the pages 5: // Get the web part manager for each page and do the same code as below (copy and paste, change to the web parts for the page) 6: // Part Description 7: SPLimitedWebPartManager mgr = web.GetLimitedWebPartManager(web.Url + "/Pages/Home.aspx", System.Web.UI.WebControls.WebParts.PersonalizationScope.Shared); 8: WeatherWebPart.WeatherWebPart.WeatherWebPart wwp = new WeatherWebPart.WeatherWebPart.WeatherWebPart() { ChromeType = PartChromeType.None, Title = "Todays Weather", AreaCode = "2504627" }; 9: //Dictionary<string, string> wwpDic= new Dictionary<string, string>(); 10: //wwpDic.Add("AreaCode", "2504627"); 11: //setWebPartProperties(wwp, "WeatherWebPart", wwpDic); 12:   13: // Add the web part to a pagelayout Web Part Zone 14: mgr.AddWebPart(wwp, "g_685594D193AA4BBFABEF2FB0C8A6C1DD", 1); 15:   16: CSSharePointCustomCalendar.CustomCalendarWebPart.CustomCalendarWebPart cwp = new CustomCalendarWebPart() { ChromeType = PartChromeType.None, Title = "Corporate Calendar", listName="CorporateCalendar" }; 17:   18: mgr.AddWebPart(cwp, "g_20CBAA1DF45949CDA5D351350462E4C6", 1); 19:   20:   21: pubPage.Update(); 22:   23: } Here is what we are doing: 1.  We got  a reference to the SharePoint Limited Web Part Manager and linked/referenced Home.aspx  2.  Instantiated the a new Weather Web Part and used the Manager to add it to the page in a web part zone identified by ID,  thus the need for a Page Layout where the developer knows the ID’s. 3.  Instantiated the Calendar Web Part and used the Manager to add it to the page. 4. We the called the Publishing Page update method. 5.  Lastly, the Create Publishing Page method checks in the page just created.   Here is a screen shot of the page right after a deploy!       Okay!  I know we could make a home page look much better!  However, I built this whole Integrated solution in less than a day with the caveat that the Green Master was already built!  So what am I saying?  Build you web parts, master pages, etc.  At the very end of the engagement build the pages.  The client will be very happy!  Here is the code for this solution Code

    Read the article

  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

    Read the article

  • ASP.NET Hosting :: ASP.NET File Upload Control

    - by mbridge
    The asp.net FileUpload control allows a user to browse and upload files to the web server. From developers perspective, it is as simple as dragging and dropping the FileUpload control to the aspx page. An extra control, like a Button control, or some other control is needed, to actually save the file. <asp:FileUploadID="FileUpload1"runat="server"/> <asp:ButtonID="B1"runat="server"Text="Save"OnClick="B1_Click"/> By default, the FileUpload control allows a maximum of 4MB file to be uploaded and the execution timeout is 110 seconds. These properties can be changed from within the web.config file’s httpRuntime section. The maxRequestLength property determines the maximum file size that can be uploaded. The executionTimeout property determines the maximum time for execution. <httpRuntimemaxRequestLength="8192"executionTimeout="220"/> From code behind, the mime type, size of the file, file name and the extension of the file can be obtained. The maximum file size that can be uploaded can be obtained and modified using the System.Web.Configuration.HttpRuntimeSection class. Files can be alternatively saved using the System.IO.HttpFileCollection class. This collection class can be populated using the Request.Files property. The collection contains HttpPostedFile class which contains a reference to the class. using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.IO; using System.Configuration; using System.Web.Configuration;   namespace WebApplication1 {     public partial class WebControls : System.Web.UI.Page     {         protected void Page_Load(object sender, EventArgs e)         {         }           //Using FileUpload control to upload and save files         protected void B1_Click(object sender, EventArgs e)         {             if (FileUpload1.HasFile && FileUpload1.PostedFile.ContentLength > 0)             {                 //mime type of the uploaded file                 string mimeType = FileUpload1.PostedFile.ContentType;                   //size of the uploaded file                 int size = FileUpload1.PostedFile.ContentLength; // bytes                   //extension of the uploaded file                 string extension = System.IO.Path.GetExtension(FileUpload1.FileName);                                  //save file                 string path = Server.MapPath("path");                                 FileUpload1.SaveAs(path + FileUpload1.FileName);                              }             //maximum file size allowed             HttpRuntimeSection rt = new HttpRuntimeSection();             rt.MaxRequestLength = rt.MaxRequestLength * 2;             int length = rt.MaxRequestLength;                     //execution timeout             TimeSpan ts = rt.ExecutionTimeout;             double secomds = ts.TotalSeconds;           }           //Using Request.Files to save files         private void AltSaveFile()         {             HttpFileCollection coll = Request.Files;             for (int i = 0; i < coll.Count; i++)             {                 HttpPostedFile file = coll[i];                   if (file.ContentLength > 0)                     ;//do something             }         }     } }

    Read the article

  • How to stop a tap event from propagating in a XNA / Silverlight game

    - by Mech0z
    I have a game with Silverlight / XNA game where text and buttons are created in Silverlight while 3d is done in XNA. The Silverlight controls are drawn ontop of the 3D and I dont want a click on a button to interact with the 3D underneath So I have private void ButtonPlaceBrick_Tap(object sender, GestureEventArgs e) { e.Handled = true; But my gesture handling on the 3d objects still runs even though I have set handled to true. private void OnUpdate(object sender, GameTimerEventArgs e) { while (TouchPanel.IsGestureAvailable) { // Read the next gesture GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) How am I supposed to stop it from propagating?

    Read the article

  • Why prefer a wildcard to a type discriminator in a Java API (Re: Effective Java)

    - by Michael Campbell
    In the generics section of Bloch's Effective Java (which handily is the "free" chapter available to all: http://java.sun.com/docs/books/effective/generics.pdf), he says: If a type parameter appears only once in a method declaration, replace it with a wildcard. (See page 31-33 of that pdf) The signature in question is: public static void swap(List<?> list, int i, int j) vs public static void swap(List<E> list, int i, int j) And then proceeds to use a static private "helper" function with an actual type parameter to perform the work. The helper function signature is EXACTLY that of the second option. Why is the wildcard preferable, since you need to NOT use a wildcard to get the work done anyway? I understand that in this case since he's modifying the List and you can't add to a collection with an unbounded wildcard, so why use it at all?

    Read the article

  • Single IBAction for multiple UIButtons versus single IBAction for single UIButton

    - by Miraaj
    While using story-board there are two different approaches which my team mates follow: Approach 1: To bind unique action with each button, ie: Done button - binded to - doneButtonAction Cancel button - binded to - cancelButtonAction OR Approach 2: To bind single action to multiple buttons, ie: Done button - binded to - commonButtonAction Cancel button - binded to - commonButtonAction Then in commonButtonAction they prefer to use switch case like this: - (IBAction)commonButtonAction:(id)sender { UIButton *button = (UIButton *)sender; switch (button.tag) { case 201: // done button [self doneButtonAction:sender]; break; case 202: // cancel button [self cancelButtonAction:sender]; break; default: break; } } - (void)cancelButtonAction:(id)sender { // no interesting stuff, simple dismiss of view :-( } - (void)doneButtonAction:(id)sender { // some interesting stuff ;-) } Reasoning which they give to follow approach 2 is - in each view controller during code walk through anyone can easily identify where to find code related to button actions. While others discard this idea because they say that adding an extra switch case is unnecessary and is not a common practice. What are your views?

    Read the article

  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

    Read the article

  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

    Read the article

  • Handling permissions in a MVP application

    - by Chathuranga
    In a windows forms payroll application employing MVP pattern (for a small scale client) I'm planing user permission handling as follows (permission based) as basically its implementation should be less complicated and straight forward. NOTE : System could be simultaneously used by few users (maximum 3) and the database is at the server side. This is my UserModel. Each user has a list of permissions given for them. class User { string UserID { get; set; } string Name { get; set; } string NIC {get;set;} string Designation { get; set; } string PassWord { get; set; } List <string> PermissionList = new List<string>(); bool status { get; set; } DateTime EnteredDate { get; set; } } When user login to the system it will keep the current user in memory. For example in BankAccountDetailEntering view I control the controller permission as follows. public partial class BankAccountDetailEntering : Form { bool AccountEditable {get; set;} private void BankAccountDetailEntering_Load(object sender, EventArgs e) { cmdEditAccount.enabled = false; OnLoadForm (sender, e); // Event fires... If (AccountEditable ) { cmdEditAccount.enabled=true; } } } In this purpose my all relevant presenters (like BankAccountDetailPresenter) should aware of UserModel as well in addition to the corresponding business Model it is presenting to the View. class BankAccountDetailPresenter { BankAccountDetailEntering _View; BankAccount _Model; User _UserModel; DataService _DataService; BankAccountDetailPresenter( BankAccountDetailEntering view, BankAccount model, User userModel, DataService dataService ) { _View=view; _Model = model; _UserModel = userModel; _DataService = dataService; WireUpEvents(); } private void WireUpEvents() { _View.OnLoadForm += new EventHandler(_View_OnLoadForm); } private void _View_OnLoadForm(Object sender, EventArgs e) { foreach(string s in _UserModel.PermissionList) { If( s =="CanEditAccount") { _View.AccountEditable =true; return; } } } public Show() { _View.ShowDialog(); } } So I'm handling the user permissions in the presenter iterating through the list. Should this be performed in the Presenter or View? Any other more promising ways to do this? Thanks.

    Read the article

  • Scripts won't affect clones - Unity3d

    - by user3666251
    I made a script which swaps two game objects on click.But the script won't work because the objects are actualy clones of the original prefab. This is the script (UnityScript): #pragma strict var object1 : GameObject; var object2 : GameObject; function OnMouseDown () { Instantiate(object2,object1.transform.position,object1.transform.rotation); Destroy(object1); } I use this script to create other game objects (clones)[c#] : using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject[] obj; public float spawnMin = 1f; public float spawnMax = 2f; // Use this for initialization void Start () { Spawn (); } void Spawn() { Instantiate(obj[Random.Range(0, obj.GetLength(0))],transform.position, Quaternion.identity); Invoke ("Spawn", Random.Range (spawnMin, spawnMax)); } } The objects get renamed to NAME (Clone). What I wanna do is make the script affect clones too.So they will swap when I click on them.

    Read the article

  • Breaking through the class sealing

    - by Jason Crease
    Do you understand 'sealing' in C#?  Somewhat?  Anyway, here's the lowdown. I've done this article from a C# perspective, but I've occasionally referenced .NET when appropriate. What is sealing a class? By sealing a class in C#, you ensure that you ensure that no class can be derived from that class.  You do this by simply adding the word 'sealed' to a class definition: public sealed class Dog {} Now writing something like " public sealed class Hamster: Dog {} " you'll get a compile error like this: 'Hamster: cannot derive from sealed type 'Dog' If you look in an IL disassembler, you'll see a definition like this: .class public auto ansi sealed beforefieldinit Dog extends [mscorlib]System.Object Note the addition of the word 'sealed'. What about sealing methods? You can also seal overriding methods.  By adding the word 'sealed', you ensure that the method cannot be overridden in a derived class.  Consider the following code: public class Dog : Mammal { public sealed override void Go() { } } public class Mammal { public virtual void Go() { } } In this code, the method 'Go' in Dog is sealed.  It cannot be overridden in a subclass.  Writing this would cause a compile error: public class Dachshund : Dog { public override void Go() { } } However, we can 'new' a method with the same name.  This is essentially a new method; distinct from the 'Go' in the subclass: public class Terrier : Dog { public new void Go() { } } Sealing properties? You can also seal seal properties.  You add 'sealed' to the property definition, like so: public sealed override string Name {     get { return m_Name; }     set { m_Name = value; } } In C#, you can only seal a property, not the underlying setters/getters.  This is because C# offers no override syntax for setters or getters.  However, in underlying IL you seal the setter and getter methods individually - a property is just metadata. Why bother sealing? There are a few traditional reasons to seal: Invariance. Other people may want to derive from your class, even though your implementation may make successful derivation near-impossible.  There may be twisted, hacky logic that could never be second-guessed by another developer.  By sealing your class, you're protecting them from wasting their time.  The CLR team has sealed most of the framework classes, and I assume they did this for this reason. Security.  By deriving from your type, an attacker may gain access to functionality that enables him to hack your system.  I consider this a very weak security precaution. Speed.  If a class is sealed, then .NET doesn't need to consult the virtual-function-call table to find the actual type, since it knows that no derived type can exist.  Therefore, it could emit a 'call' instead of 'callvirt' or at least optimise the machine code, thus producing a performance benefit.  But I've done trials, and have been unable to demonstrate this If you have an example, please share! All in all, I'm not convinced that sealing is interesting or important.  Anyway, moving-on... What is automatically sealed? Value types and structs.  If they were not always sealed, all sorts of things would go wrong.  For instance, structs are laid-out inline within a class.  But what if you assigned a substruct to a struct field of that class?  There may be too many fields to fit. Static classes.  Static classes exist in C# but not .NET.  The C# compiler compiles a static class into an 'abstract sealed' class.  So static classes are already sealed in C#. Enumerations.  The CLR does not track the types of enumerations - it treats them as simple value types.  Hence, polymorphism would not work. What cannot be sealed? Interfaces.  Interfaces exist to be implemented, so sealing to prevent implementation is dumb.  But what if you could prevent interfaces from being extended (i.e. ban declarations like "public interface IMyInterface : ISealedInterface")?  There is no good reason to seal an interface like this.  Sealing finalizes behaviour, but interfaces have no intrinsic behaviour to finalize Abstract classes.  In IL you can create an abstract sealed class.  But C# syntax for this already exists - declaring a class as a 'static', so it forces you to declare it as such. Non-override methods.  If a method isn't declared as override it cannot be overridden, so sealing would make no difference.  Note this is stated from a C# perspective - the words are opposite in IL.  In IL, you have four choices in total: no declaration (which actually seals the method), 'virtual' (called 'override' in C#), 'sealed virtual' ('sealed override' in C#) and 'newslot virtual' ('new virtual' or 'virtual' in C#, depending on whether the method already exists in a base class). Methods that implement interface methods.  Methods that implement an interface method must be virtual, so cannot be sealed. Fields.  A field cannot be overridden, only hidden (using the 'new' keyword in C#), so sealing would make no sense.

    Read the article

  • Threads are facing deadlock in socket program [migrated]

    - by ankur.trapasiya
    I am developing one program in which a user can download a number of files. Now first I am sending the list of files to the user. So from the list user selects one file at a time and provides path where to store that file. In turn it also gives the server the path of file where does it exist. I am following this approach because I want to give stream like experience without file size limitation. Here is my code.. 1) This is server which gets started each time I start my application public class FileServer extends Thread { private ServerSocket socket = null; public FileServer() { try { socket = new ServerSocket(Utils.tcp_port); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } @Override public void run() { try { System.out.println("request received"); new FileThread(socket.accept()).start(); } catch (IOException ex) { ex.printStackTrace(); } } } 2) This thread runs for each client separately and sends the requested file to the user 8kb data at a time. public class FileThread extends Thread { private Socket socket; private String filePath; public String getFilePath() { return filePath; } public void setFilePath(String filePath) { this.filePath = filePath; } public FileThread(Socket socket) { this.socket = socket; System.out.println("server thread" + this.socket.isConnected()); //this.filePath = filePath; } @Override public void run() { // TODO Auto-generated method stub try { ObjectInputStream ois=new ObjectInputStream(socket.getInputStream()); try { //************NOTE filePath=(String) ois.readObject(); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } File f = new File(this.filePath); byte[] buf = new byte[8192]; InputStream is = new FileInputStream(f); BufferedInputStream bis = new BufferedInputStream(is); ObjectOutputStream oos = new ObjectOutputStream( socket.getOutputStream()); int c = 0; while ((c = bis.read(buf, 0, buf.length)) > 0) { oos.write(buf, 0, c); oos.flush(); // buf=new byte[8192]; } oos.close(); //socket.shutdownOutput(); // client.shutdownOutput(); System.out.println("stop"); // client.shutdownOutput(); ois.close(); // Thread.sleep(500); is.close(); bis.close(); socket.close(); } catch (IOException ex) { ex.printStackTrace(); } } } NOTE: here filePath represents the path of the file where it exists on the server. The client who is connecting to the server provides this path. I am managing this through sockets and I am successfully receiving this path. 3) FileReceiverThread is responsible for receiving the data from the server and constructing file from this buffer data. public class FileReceiveThread extends Thread { private String fileStorePath; private String sourceFile; private Socket socket = null; public FileReceiveThread(String ip, int port, String fileStorePath, String sourceFile) { this.fileStorePath = fileStorePath; this.sourceFile = sourceFile; try { socket = new Socket(ip, port); System.out.println("receive file thread " + socket.isConnected()); } catch (IOException ex) { ex.printStackTrace(); } } @Override public void run() { try { ObjectOutputStream oos = new ObjectOutputStream( socket.getOutputStream()); oos.writeObject(sourceFile); oos.flush(); // oos.close(); File f = new File(fileStorePath); OutputStream os = new FileOutputStream(f); BufferedOutputStream bos = new BufferedOutputStream(os); byte[] buf = new byte[8192]; int c = 0; //************ NOTE ObjectInputStream ois = new ObjectInputStream( socket.getInputStream()); while ((c = ois.read(buf, 0, buf.length)) > 0) { // ois.read(buf); bos.write(buf, 0, c); bos.flush(); // buf = new byte[8192]; } ois.close(); oos.close(); // os.close(); bos.close(); socket.close(); //Thread.sleep(500); } catch (IOException ex) { ex.printStackTrace(); } } } NOTE : Now the problem that I am facing is at the first time when the file is requested the outcome of the program is same as my expectation. I am able to transmit any size of file at first time. Now when the second file is requested (e.g. I have sent file a,b,c,d to the user and user has received file a successfully and now he is requesting file b) the program faces deadlock at this situation. It is waiting for socket's input stream. I put breakpoint and tried to debug it but it is not going in FileThread's run method second time. I could not find out the mistake here. Basically I am making a LAN Messenger which works on LAN. I am using SWT as UI framework.

    Read the article

  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

    Read the article

  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

    Read the article

  • How to TDD test that objects are being added to a collection if the collection is private?

    - by Joshua Harris
    Assume that I planned to write a class that worked something like this: public class GameCharacter { private Collection<CharacterEffect> _collection; public void Add(CharacterEffect e) { ... } public void Remove(CharacterEffect e) { ... } public void Contains(CharacterEffect e) { ... } } When added an effect does something to the character and is then added to the _collection. When it is removed the effect reverts the change to the character and is removed from the _collection. It's easy to test if the effect was applied to the character, but how do I test that the effect was added to _collection? What test could I write to start constructing this class. I could write a test where Contains would return true for a certain effect being in _collection, but I can't arrange a case where that function would return true because I haven't implemented the Add method that is needed to place things in _collection. Ok, so since Contains is dependent on having Add working, then why don't I try to create Add first. Well for my first test I need to try and figure out if the effect was added to the _collection. How would I do that? The only way to see if an effect is in _collection is with the Contains function. The only way that I could think to test this would be to use a FakeCollection that Mocks the Add, Remove, and Contains of a real collection, but I don't want _collection being affected by outside sources. I don't want to add a setEffects(Collection effects) function, because I do not want the class to have that functionality. The one thing that I am thinking could work is this: public class GameCharacter<C extends Collection> { private Collection<CharacterEffect> _collection; public GameCharacter() { _collection = new C<CharacterEffect>(); } } But, that is just silly making me declare what some private data structures type is on every declaration of the character. Is there a way for me to test this without breaking TDD principles while still allowing me to keep my collection private?

    Read the article

  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

    Read the article

  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

    Read the article

  • What are the downsides of implementing a singleton with Java's enum?

    - by irreputable
    Traditionally, a singleton is usually implemented as public class Foo1 { private static final Foo1 INSTANCE = new Foo1(); public static Foo1 getInstance(){ return INSTANCE; } private Foo1(){} public void doo(){ ... } } With Java's enum, we can implement a singleton as public enum Foo2 { INSTANCE; public void doo(){ ... } } As awesome as the 2nd version is, are there any downsides to it? (I gave it some thoughts and I'll answer my own question; hopefully you have better answers)

    Read the article

  • Matrix multiplication - Scene Graphs

    - by bgarate
    I wrote a MatrixStack class in C# to use in a SceneGraph. So, to get the world matrix for an object I am suposed to use: WorldMatrix = ParentWorld * LocalTransform But, in fact, it only works as expected when I do the other way: WorldMatrix = LocalTransform * ParentWorld Mi code is: public class MatrixStack { Stack<Matrix> stack = new Stack<Matrix>(); Matrix result = Matrix.Identity; public void PushMatrix(Matrix matrix) { stack.Push(matrix); result = matrix * result; } public Matrix PopMatrix() { result = Matrix.Invert(stack.Peek()) * result; return stack.Pop(); } public Matrix Result { get { return result; } } public void Clear() { stack.Clear(); result = Matrix.Identity; } } Why it works this way and not the other? Thanks!

    Read the article

  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

    Read the article

  • For Programmers familiar with ACM API? Drawing Initials [closed]

    - by user71992
    Possible Duplicate: For Programmers familiar with ACM API? Drawing Initials I came across an exercise (in the book "The Art and Science of Java" by Eric Roberts) that requires using only GArc and GLine classes to create a lettering library which draws your initials on the canvas. This should be made independent of the GLabel class. I'd like to know the correct approach to use in solving this problem. I'm not sure what I have so far is good enough (I'm thinking it's too long). The questions requires that I use a good Top-Down approach. Here's my code so far: //Passes letters to GLetter objects and draws them on the canvas package artScienceJavaExercises.chapter8; import acm.program.*; //import acm.graphics.*; public class DrawInitials extends GraphicsProgram{ public void init(){ resize(400,400); } public void run(){ //String let = readLine("Letter?: "); letter = new GLetter("l"); add(letter, (getWidth()-letter.getWidth()*2)/2, (getHeight()-letter.getHeight())/2); add(new GLetter("o"), (letter.getX()+letter.getWidth()), letter.getY()); } private GLetter letter; } //GLetter Class package artScienceJavaExercises.chapter8; import acm.graphics.*; import java.awt.*; public class GLetter extends GCompound{ private static final int ONE_THIRD = 30; private static final int ROW_2_HEIGHT = 40; private GArc[] arc = new GArc[4]; private GLine[] line = new GLine[24]; public GLetter(String s){ line[0] = new GLine(0,0, ONE_THIRD, 0); line[1] = new GLine(ONE_THIRD,0, ONE_THIRD*2, 0); line[2] = new GLine(ONE_THIRD*2,0, ONE_THIRD*3, 0); line[3] = new GLine(0,0, 0,ONE_THIRD); line[4] = new GLine(ONE_THIRD,0, ONE_THIRD, ONE_THIRD); line[5] = new GLine(ONE_THIRD*2,0, ONE_THIRD*2, ONE_THIRD); line[6] = new GLine(ONE_THIRD*3,0, ONE_THIRD*3, ONE_THIRD); line[7] = new GLine(0,ONE_THIRD, ONE_THIRD*2, ONE_THIRD); line[8] = new GLine(ONE_THIRD,ONE_THIRD, ONE_THIRD*2, ONE_THIRD); line[9] = new GLine(ONE_THIRD*2,ONE_THIRD, ONE_THIRD*3, ONE_THIRD); line[10] = new GLine(0,ONE_THIRD, 0, ONE_THIRD+ROW_2_HEIGHT); line[11] = new GLine(ONE_THIRD, ONE_THIRD, ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT); line[12] = new GLine(ONE_THIRD*2,ONE_THIRD, ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT); line[13] = new GLine(ONE_THIRD*3,ONE_THIRD, ONE_THIRD*3, ONE_THIRD+ROW_2_HEIGHT); line[14] = new GLine(0, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT); line[15] = new GLine(ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT); line[16] = new GLine(ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*3, ONE_THIRD+ROW_2_HEIGHT); line[17] = new GLine(0, ONE_THIRD+ROW_2_HEIGHT, 0, ONE_THIRD*2+ROW_2_HEIGHT); line[18] = new GLine(ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD, ONE_THIRD*2+ROW_2_HEIGHT); line[19] = new GLine(ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*2, ONE_THIRD*2+ROW_2_HEIGHT); line[20] = new GLine(ONE_THIRD*3, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*3, ONE_THIRD*2+ROW_2_HEIGHT); line[21] = new GLine(0,ONE_THIRD*2+ROW_2_HEIGHT, ONE_THIRD, ONE_THIRD*2+ROW_2_HEIGHT); line[22] = new GLine(ONE_THIRD, ONE_THIRD*2+ROW_2_HEIGHT, ONE_THIRD*2, ONE_THIRD*2+ROW_2_HEIGHT); line[23] = new GLine(ONE_THIRD*2,ONE_THIRD*2+ROW_2_HEIGHT, ONE_THIRD*3, ONE_THIRD*2+ROW_2_HEIGHT); for(int i = 0; i<line.length; i++){ add(line[i]); line[i].setColor(Color.BLACK); line[i].setVisible(false); } arc[0] = new GArc(getWidth(), getHeight(), 106.699, 49.341); arc[1] = new GArc(getWidth(), getHeight(), 23.96, 49.341); arc[2] = new GArc(getWidth(), getHeight(), -23.96, -49.341); arc[3] = new GArc(0,0,getWidth(), getHeight(), -106.699, -49.341); for(int i = 0; i<arc.length; i++){ add(arc[i],0,0); arc[i].setColor(Color.BLACK); arc[i].setVisible(false); } paintLetter(s); } private void paintLetter(String s){ if (s.equalsIgnoreCase("l")){ turnOn(line[3]); turnOn(line[10]); turnOn(line[17]); turnOn(line[21]); turnOn(line[22]); turnOn(line[23]); } else if(s.equalsIgnoreCase("o")){ for(int i = 0; i<4; ++i){ turnOn(arc[i]); } turnOn(line[1]); turnOn(line[10]); turnOn(line[13]); turnOn(line[22]); } } private void turnOn(GObject g){ g.setVisible(true); } } I created a class (GLetter.java) with arrays for GArc and GLine objects. They are positioned in certain ways thereby turning certain Glines and/or GArcs on or off (changing visiblity) would create a pattern for a letter. This Gletter uses the if/else statements to determine which pattern to create - this makes me feel my code is too long. There is another class (DrawInitials.java) that simulates a GraphicsProgram and allows the user to pass certain letters as arguments to the GLetter object. I've used 'L' and 'O' as examples. However, I posted this because I'm not sure I'm using the right approach. That's why I need your help. I feel MY CODE IS TOO LONG! The code above is not the complete project...it only draws letters 'L' and 'O' for now.

    Read the article

  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

    Read the article

  • Master Page: Dynamically Adding Rows in ASP Table on Button Click event

    - by Vincent Maverick Durano
    In my previous post here, I wrote an example that demonstrates how are we going to generate table rows dynamically using ASP Table on click of the Button control. Now based on some comments in my previous example and in the forums they wanted to implement it within Masterpage. Unfortunately the code in my previous example doesn't work in Masterpage for the following main reasons: The Table is dynamically added within the Form tag and so the TextBox control will not be generated correcty in the page. The data will not be retained on each and every postbacks because the SetPreviousData() method is looking for the Table element within the Page and not on the MasterPage. The Request.Form key value should be set correctly since all controls within the master page are prefixed with the naming containter ID to prevent duplicate ids on the final rendered HTML. For example the TextBox control with the ID of TextBoxRow will turn to ID to this ctl00$MainBody$TextBoxRow. In order for the previous example to work within Masterpage then we will have to correct those three main reasons above and this post will guide you how to correct it. Suppose we have this content page declaration below:   <asp:Content ID="Content1" ContentPlaceHolderID="MainHead" Runat="Server"> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainBody" Runat="Server"> <asp:PlaceHolder ID="PlaceHolder1" runat="server"> <asp:Button ID="BTNAdd" runat="server" Text="Add New Row" OnClick="BTNAdd_Click" /> </asp:PlaceHolder> </asp:Content> As you notice I've added a PlaceHolder control within the MainBody ContentPlaceHolder. This is because we are going to generate the Table in the PlaceHolder instead of generating it within the Form element. Now since issue #1 is already corrected then let's proceed to the code beind part. Here are the full code blocks below:     using System; using System.Web.UI; using System.Web.UI.WebControls; public partial class DynamicControlDemo : System.Web.UI.Page { private int numOfRows = 1; protected void Page_Load(object sender, EventArgs e) { //Generate the Rows on Initial Load if (!Page.IsPostBack) { GenerateTable(numOfRows); } } protected void BTNAdd_Click(object sender, EventArgs e) { if (ViewState["RowsCount"] != null) { numOfRows = Convert.ToInt32(ViewState["RowsCount"].ToString()); GenerateTable(numOfRows); } } private void SetPreviousData(int rowsCount, int colsCount) { Table table = (Table)this.Page.Master.FindControl("MainBody").FindControl("Table1"); // **** if (table != null) { for (int i = 0; i < rowsCount; i++) { for (int j = 0; j < colsCount; j++) { //Extracting the Dynamic Controls from the Table TextBox tb = (TextBox)table.Rows[i].Cells[j].FindControl("TextBoxRow_" + i + "Col_" + j); //Use Request object for getting the previous data of the dynamic textbox tb.Text = Request.Form["ctl00$MainBody$TextBoxRow_" + i + "Col_" + j];//***** } } } } private void GenerateTable(int rowsCount) { //Creat the Table and Add it to the Page Table table = new Table(); table.ID = "Table1"; PlaceHolder1.Controls.Add(table);//****** //The number of Columns to be generated const int colsCount = 3;//You can changed the value of 3 based on you requirements // Now iterate through the table and add your controls for (int i = 0; i < rowsCount; i++) { TableRow row = new TableRow(); for (int j = 0; j < colsCount; j++) { TableCell cell = new TableCell(); TextBox tb = new TextBox(); // Set a unique ID for each TextBox added tb.ID = "TextBoxRow_" + i + "Col_" + j; // Add the control to the TableCell cell.Controls.Add(tb); // Add the TableCell to the TableRow row.Cells.Add(cell); } // And finally, add the TableRow to the Table table.Rows.Add(row); } //Set Previous Data on PostBacks SetPreviousData(rowsCount, colsCount); //Sore the current Rows Count in ViewState rowsCount++; ViewState["RowsCount"] = rowsCount; } }   As you observed the code is pretty much similar to the previous example except for the highlighted lines above. That's it! I hope someone find this post usefu! Technorati Tags: Dynamic Controls,ASP.NET,C#,Master Page

    Read the article

  • Java Dynamic Binding

    - by Chris Okyen
    I am having trouble understanding the OOP Polymorphic principl of Dynamic Binding ( Late Binding ) in Java. I looked for question pertaining to java, and wasn't sure if a overall answer to how dynamic binding works would pertain to Java Dynamic Binding, I wrote this question. Given: class Person { private String name; Person(intitialName) { name = initialName; } // irrelevant methods is here. // Overides Objects method public void writeOutput() { println(name); } } class Student extends Person { private int studentNumber; Student(String intitialName, int initialStudentNumber) { super(intitialName); studentNumber = initialStudentNumber; } // irrellevant methods here... // overides Person, Student and Objects method public void writeOutput() { super.writeOutput(); println(studentNumber); } } class Undergaraduate extends Student { private int level; Undergraduate(String intitialName, int initialStudentNumber,int initialLevel) { super(intitialName,initialStudentNumber); level = initialLevel; } // irrelevant methods is here. // overides Person, Student and Objects method public void writeOutput() { super.writeOutput(); println(level); } } I am wondering. if I had an array called person declared to contain objects of type Person: Person[] people = new Person[2]; person[0] = new Undergraduate("Cotty, Manny",4910,1); person[1] = new Student("DeBanque, Robin", 8812); Given that person[] is declared to be of type Person, you would expect, for example, in the third line where person[0] is initialized to a new Undergraduate object,to only gain the instance variable from Person and Persons Methods since doesn't the assignment to a new Undergraduate to it's ancestor denote the Undergraduate object to access Person - it's Ancestors, methods and isntance variables... Thus ...with the following code I would expect person[0].writeOutput(); // calls Undergraduate::writeOutput() person[1].writeOutput(); // calls Student::writeOutput() person[0] to not have Undergraduate's writeOutput() overidden method, nor have person[1] to have Student's overidden method - writeOutput(). If I had Person mikeJones = new Student("Who?,MikeJones",44,4); mikeJones.writeOutput(); The Person::writeOutput() method would be called. Why is this not so? Does it have to do with something I don't understand about relating to arrays? Does the declaration Person[] people = new Person[2] not bind the method like the previous code would?

    Read the article

  • Log Blog

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved Logging – A log blog In a another blog (Missing Fields and Defaults) I spoke about not doing a blog about log files, but then I looked at it again and realized that this is a nice opportunity to show a simple yet powerful tool and also deal with static variables and functions in C#. My log had to be able to answer a few simple logging rules:   To log or not to log? That is the question – Always log! That is the answer  Do we share a log? Even when a file is opened with a minimal lock, it does not share well and performance greatly suffers. So sharing a log is not a good idea. Also, when sharing, it is harder to find your particular entries and you have to establish rules about retention. My recommendation – Do Not Share!  How verbose? Your log can be very verbose – a good thing when testing, very terse – a good thing in day-to-day runs, or somewhere in between. You must be the judge. In my Blog, I elect to always report a run with start and end times, and always report errors. I normally use 5 levels of logging: 4 – write all, 3 – write more, 2 – write some, 1 – write errors and timing, 0 – write none. The code sample below is more general than that. It uses the config file to set the max log level and each call to the log assigns a level to the call itself. If the level is above the .config highest level, the line will not be written. Programmers decide which log belongs to which level and thus we can set the .config differently for production and testing.  Where do I keep the log? If your career is important to you, discuss this with the boss and with the system admin. We keep logs in the L: drive of our server and make sure that we have a directory for each app that needs a log. When adding a new app, add a new directory. The default location for the log is also found in the .config file Print One or Many? There are two options here:   1.     Print many, Open but once once – you start the stream and close it only when the program ends. This is what you can do when you perform in “batch” mode like in a console app or a stsadm extension.The advantage to this is that starting a closing a stream is expensive and time consuming and because we use a unique file, keeping it open for a long time does not cause contention problems. 2.     Print one entry at a time or Open many – every time you write a line, you start the stream, write to it and close it. This work for event receivers, feature receivers, and web parts. Here scalability requires us to create objects on the fly and get rid of them as soon as possible.  A default value of the onceOrMany resides in the .config.  All of the above applies to any windows or web application, not just SharePoint.  So as usual, here is a routine that does it all, and a few simple functions that call it for a variety of purposes.   So without further ado, here is app.config  <?xml version="1.0" encoding="utf-8" ?> <configuration>     <configSections>         <sectionGroup name="applicationSettings" type="System.Configuration.ApplicationSettingsGroup, System, Version=2.0.0.0, Culture=neutral, ublicKeyToken=b77a5c561934e089" >         <section name="statics.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false" />         </sectionGroup>     </configSections>     <applicationSettings>         <statics.Properties.Settings>             <setting name="oneOrMany" serializeAs="String">                 <value>False</value>             </setting>             <setting name="logURI" serializeAs="String">                 <value>C:\staticLog.txt</value>             </setting>             <setting name="highestLevel" serializeAs="String">                 <value>2</value>             </setting>         </statics.Properties.Settings>     </applicationSettings> </configuration>   And now the code:  In order to persist the variables between calls and also to be able to persist (or not to persist) the log file itself, I created an EventLog class with static variables and functions. Static functions do not need an instance of the class in order to work. If you ever wondered why our Main function is static, the answer is that something needs to run before instantiation so that other objects may be instantiated, and this is what the “static” Main does. The various logging functions and variables are created as static because they do not need instantiation and as a fringe benefit they remain un-destroyed between calls. The Main function here is just used for testing. Note that it does not instantiate anything, just uses the log functions. This is possible because the functions are static. Also note that the function calls are of the form: Class.Function.  using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; namespace statics {       class Program     {         static void Main(string[] args)         {             //write a single line             EventLog.LogEvents("ha ha", 3, "C:\\hahafile.txt", 4, true, false);             //this single line will not be written because the msgLevel is too high             EventLog.LogEvents("baba", 3, "C:\\babafile.txt", 2, true, false);             //The next 4 lines will be written in succession - no closing             EventLog.LogLine("blah blah", 1);             EventLog.LogLine("da da", 1);             EventLog.LogLine("ma ma", 1);             EventLog.LogLine("lah lah", 1);             EventLog.CloseLog(); // log will close             //now with specific functions             EventLog.LogSingleLine("one line", 1);             //this is just a test, the log is already closed             EventLog.CloseLog();         }     }     public class EventLog     {         public static string logURI = Properties.Settings.Default.logURI;         public static bool isOneLine = Properties.Settings.Default.oneOrMany;         public static bool isOpen = false;         public static int highestLevel = Properties.Settings.Default.highestLevel;         public static StreamWriter sw;         /// <summary>         /// the program will "print" the msg into the log         /// unless msgLevel is > msgLimit         /// onceOrMany is true when once - the program will open the log         /// print the msg and close the log. False when many the program will         /// keep the log open until close = true         /// normally all the arguments will come from the app.config         /// called by many overloads of logLine         /// </summary>         /// <param name="msg"></param>         /// <param name="msgLevel"></param>         /// <param name="logFileName"></param>         /// <param name="msgLimit"></param>         /// <param name="onceOrMany"></param>         /// <param name="close"></param>         public static void LogEvents(string msg, int msgLevel, string logFileName, int msgLimit, bool oneOrMany, bool close)         {             //to print or not to print             if (msgLevel <= msgLimit)             {                 //open the file. from the argument (logFileName) or from the config (logURI)                 if (!isOpen)                 {                     string logFile = logFileName;                     if (logFileName == "")                     {                         logFile = logURI;                     }                     sw = new StreamWriter(logFile, true);                     sw.WriteLine("Started At: " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"));                     isOpen = true;                 }                 //print                 sw.WriteLine(msg);             }             //close when instructed             if (close || oneOrMany)             {                 if (isOpen)                 {                     sw.WriteLine("Ended At: " + DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"));                     sw.Close();                     isOpen = false;                 }             }         }           /// <summary>         /// The simplest, just msg and level         /// </summary>         /// <param name="msg"></param>         /// <param name="msgLevel"></param>         public static void LogLine(string msg, int msgLevel)         {             //use the given msg and msgLevel and all others are defaults             LogEvents(msg, msgLevel, "", highestLevel, isOneLine, false);         }                 /// <summary>         /// one line at a time - open print close         /// </summary>         /// <param name="msg"></param>         /// <param name="msgLevel"></param>         public static void LogSingleLine(string msg, int msgLevel)         {             LogEvents(msg, msgLevel, "", highestLevel, true, true);         }           /// <summary>         /// used to close. high level, low limit, once and close are set         /// </summary>         /// <param name="close"></param>         public static void CloseLog()         {             LogEvents("", 15, "", 1, true, true);         }           }     }   }   That’s all folks!

    Read the article

< Previous Page | 154 155 156 157 158 159 160 161 162 163 164 165  | Next Page >