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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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  • Remove nesting "My Music" folder names in Windows 7.

    - by Brentley_11
    I was messing around with the Location tab in "properties" for "My Music" and ended up changing it a few times to directories on another drive. I quickly decided I didn't like the change and reverted it back. The My Music folder in my users directory is working fines but now my iTunes directory is labeled as "My Music" and the music directory within is called "My Music". Describing the issue simply: D:\iTunes\Music is labeled as Computer Local Disk(D:) My Music My Music Any suggestions on how to fix this would be appreciated.

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  • Cannot get focus on new opened tab with selenium IDE

    - by Goueg83460
    I'm trying to create some web test with selenium IDE. But I have one problem when I click on a javascript link it opened a new tab. I need perform some check on this new tab but I can't get he focus that is still in main page. I tried several things that I'ad search on google without succeed to do it works. I hope that someone can help me. Thanks in advance. Update: So I tried several things and I tink I'm on a good way. I can get windows names with : StoreAllWindowNames names echo names=${name} I have something like: , 987dfg4545sdfgsd It seems that value before "," is the NULL so the default page and the other value is the name of my page. But I'm not able to open it with a selectWindow. Does someone know how should I do it ?? Thanks in advance. More info about my selenium tests: <tr> <td>setSpeed</td> <td>1000</td> <td></td> </tr> <tr> <td>selectWindow</td> <td>null</td> <td></td> </tr> <tr> <td>click</td> <td>link=Show Tree...</td> <td></td> </tr> <tr> <td>storeAllWindowNames</td> <td>names</td> <td>array</td> </tr> <tr> <td>echo</td> <td>${names}</td> <td></td> </tr> <tr> <td>waitForPopUp</td> <td>${names}</td> <td>30000</td> </tr> <tr> <td>selectWindow</td> <td>name=${names}</td> <td></td> </tr> <tr> <td>clickAndWait</td> <td>link=Search</td> <td></td> </tr> Results: * [info] Executing: |setSpeed | 1000 | | * [info] Executing: |selectWindow | null | | * [info] Executing: |click | link=Show Tree... | | * [info] Executing: |storeAllWindowNames | names | array | * [info] Executing: |echo | ${names} | | * [info] echo: ,bdae1e119a367a54 * [info] Executing: |waitForPopUp | ${names} | 30000 | * [error] Timed out after 30000ms * [info] Executing: |selectWindow | name=${names} | | * [error] Window does not exist. If this looks like a Selenium bug, make sure to read http://seleniumhq.org/docs/04_selenese_commands.html#alerts-popups-and-multiple-windows for potential workarounds. Where bdae1e119a367a54 is the dynamic value that I want to get. I found a mach that someone done but it does not works for me it return null http://old.nabble.com/How-can-I-access-the-second,-third..-element-of-a-stored-array--td9393201.html

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  • ext gwt textbox new handler

    - by user153506
    i have a textbox received from designer.but i wrote action in GWT. the problem is textbox is empty but when textbox is filled by value by pressing button then alert box will be displayed informed that value has been changed. but not worked.help me. TextBox zip1 = null; function onModuleLoad() { zip1 = TextBox.wrap(DOM.getElementById("zip1")); zip1.addChangeHandler(zip1ChangeAction()); } private ChangeHandler zip1ChangeAction() { return new ChangeHandler() { public void onChange(ChangeEvent event) { Window.alert("change fired"); } };

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  • How to callback the new list id jQuery UI: sortable

    - by PARyGuy
    Hi, I'm trying to use the sortable widget for my site. I have a mini scheduling app that I'd like to display a list of appointments for the week sorted by days. For this example we'll use only two days ( 2 lists ). If I wanted to drag an appointment (list item) from day 2 over to day 1, is there a way I can callback the id of list 1 after I dragged an item to it? I can find the id of the parent list upon page load but I can't seem to be able to pull the new id after sort. Is this even possible? <script type="text/javascript"> $(function() { $("#day1, #day2").sortable({ connectWith: '.sortable' }).disableSelection(); }); </script>

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  • Android new Intent

    - by Sukitha
    Hi Im trying to start android market via my app to search similar products. I'm using this code. Intent intent = new Intent(Intent.ACTION_VIEW,Uri.parse("http://market.android.com/search?q=pub:\"some txt\"")); c.startActivity(intent); This works fine but when I hit on Home button with in the market and goto home phone home screen. When I open again the app it still shows market results. (i want to goto main menu) Whats the solution? thanks

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  • c++ new & delete and string & functions

    - by Newbie
    Okay the previous question was answered clearly, but i found out another problem. What if i do: char *test(int ran){ char *ret = new char[ran]; // process... return ret; } And then run it: for(int i = 0; i < 100000000; i++){ string str = test(rand()%10000000+10000000); // process... // no need to delete str anymore? string destructor does it for me here? } So after converting the char* to string, i dont have to worry about the deleting anymore?

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  • New folder doesn't appear in Finder

    - by rxt
    Many times I have the following problem. I create a new folder, but it doesn't appear in the Finder. Right now I have this problem with a folder created in Eclipse. After a while it appears, but I cannot tell when. I can see the folder in the terminal. A similar problem happens when I rename a folder or file. Then I have to move out of the parent folder, open another folder, go back, and most of the time it's there. (Finally the new folder appeared after creating another folder in the finder itself.) I'm using 10.8 Mountain Lion now, but this is not a problem of this release. I have this problem for several years now. Maybe I'm the only one with this problem? Is there a way to get this working normally?

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  • Set username credential for a new channel without creating a new factory

    - by Ramon
    I have a backend service and front-end services. They communicate via the trusted subsystem pattern. I want to transfer a username from the frontend to the backend and do this via username credentials as found here: http://msdn.microsoft.com/en-us/library/ms730288.aspx This does not work in our scenerio where the front-end builds a backend service channel factory via: channelFactory = new ChannelFactory<IBackEndService>(.....); Creating a new channel is done via die channel factory. I can only set the credentials one time after that I get an exception that the username object is read-only. channelFactory.Credentials.Username.Username = "myCoolFrontendUser"; var channel = channelFactory.CreateChannel(); Is there a way to create the channel factory only one time as this is expensive to create and then specify username credential when creating a channel?

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  • 'Set = new HashSet' or 'HashSet = new Hashset'?

    - by Pureferret
    I'm intialising a HashSet like so in my program: Set<String> namesFilter = new HashSet<String>(); Is this functionally any different if I initilise like so? HashSet<String> namesFilter = new HashSet<String>(); I've read this about the collections interface, and I understand interfaces (well, except their use here). I've read this excerpt from Effective Java, and I've read this SO question, but I feel none the wiser. Is there a best practice in Java, and if so, why? My intuition is that it makes casting to a different type of Set easier in my first example. But then again, you'd only be casting to something that was a collection, and you could convert it by re-constructing it.

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  • ASP.NET MVC 3 Hosting :: New Features in ASP.NET MVC 3

    - by mbridge
    Razor View Engine The Razor view engine is a new view engine option for ASP.NET MVC that supports the Razor templating syntax. The Razor syntax is a streamlined approach to HTML templating designed with the goal of being a code driven minimalist templating approach that builds on existing C#, VB.NET and HTML knowledge. The result of this approach is that Razor views are very lean and do not contain unnecessary constructs that get in the way of you and your code. ASP.NET MVC 3 Preview 1 only supports C# Razor views which use the .cshtml file extension. VB.NET support will be enabled in later releases of ASP.NET MVC 3. For more information and examples, see Introducing “Razor” – a new view engine for ASP.NET on Scott Guthrie’s blog. Dynamic View and ViewModel Properties A new dynamic View property is available in views, which provides access to the ViewData object using a simpler syntax. For example, imagine two items are added to the ViewData dictionary in the Index controller action using code like the following: public ActionResult Index() {          ViewData["Title"] = "The Title";          ViewData["Message"] = "Hello World!"; } Those properties can be accessed in the Index view using code like this: <h2>View.Title</h2> <p>View.Message</p> There is also a new dynamic ViewModel property in the Controller class that lets you add items to the ViewData dictionary using a simpler syntax. Using the previous controller example, the two values added to the ViewData dictionary can be rewritten using the following code: public ActionResult Index() {     ViewModel.Title = "The Title";     ViewModel.Message = "Hello World!"; } “Add View” Dialog Box Supports Multiple View Engines The Add View dialog box in Visual Studio includes extensibility hooks that allow it to support multiple view engines, as shown in the following figure: Service Location and Dependency Injection Support ASP.NET MVC 3 introduces improved support for applying Dependency Injection (DI) via Inversion of Control (IoC) containers. ASP.NET MVC 3 Preview 1 provides the following hooks for locating services and injecting dependencies: - Creating controller factories. - Creating controllers and setting dependencies. - Setting dependencies on view pages for both the Web Form view engine and the Razor view engine (for types that derive from ViewPage, ViewUserControl, ViewMasterPage, WebViewPage). - Setting dependencies on action filters. Using a Dependency Injection container is not required in order for ASP.NET MVC 3 to function properly. Global Filters ASP.NET MVC 3 allows you to register filters that apply globally to all controller action methods. Adding a filter to the global filters collection ensures that the filter runs for all controller requests. To register an action filter globally, you can make the following call in the Application_Start method in the Global.asax file: GlobalFilters.Filters.Add(new MyActionFilter()); The source of global action filters is abstracted by the new IFilterProvider interface, which can be registered manually or by using Dependency Injection. This allows you to provide your own source of action filters and choose at run time whether to apply a filter to an action in a particular request. New JsonValueProviderFactory Class The new JsonValueProviderFactory class allows action methods to receive JSON-encoded data and model-bind it to an action-method parameter. This is useful in scenarios such as client templating. Client templates enable you to format and display a single data item or set of data items by using a fragment of HTML. ASP.NET MVC 3 lets you connect client templates easily with an action method that both returns and receives JSON data. Support for .NET Framework 4 Validation Attributes and IvalidatableObject The ValidationAttribute class was improved in the .NET Framework 4 to enable richer support for validation. When you write a custom validation attribute, you can use a new IsValid overload that provides a ValidationContext instance. This instance provides information about the current validation context, such as what object is being validated. This change enables scenarios such as validating the current value based on another property of the model. The following example shows a sample custom attribute that ensures that the value of PropertyOne is always larger than the value of PropertyTwo: public class CompareValidationAttribute : ValidationAttribute {     protected override ValidationResult IsValid(object value,              ValidationContext validationContext) {         var model = validationContext.ObjectInstance as SomeModel;         if (model.PropertyOne > model.PropertyTwo) {            return ValidationResult.Success;         }         return new ValidationResult("PropertyOne must be larger than PropertyTwo");     } } Validation in ASP.NET MVC also supports the .NET Framework 4 IValidatableObject interface. This interface allows your model to perform model-level validation, as in the following example: public class SomeModel : IValidatableObject {     public int PropertyOne { get; set; }     public int PropertyTwo { get; set; }     public IEnumerable<ValidationResult> Validate(ValidationContext validationContext) {         if (PropertyOne <= PropertyTwo) {            yield return new ValidationResult(                "PropertyOne must be larger than PropertyTwo");         }     } } New IClientValidatable Interface The new IClientValidatable interface allows the validation framework to discover at run time whether a validator has support for client validation. This interface is designed to be independent of the underlying implementation; therefore, where you implement the interface depends on the validation framework in use. For example, for the default data annotations-based validator, the interface would be applied on the validation attribute. Support for .NET Framework 4 Metadata Attributes ASP.NET MVC 3 now supports .NET Framework 4 metadata attributes such as DisplayAttribute. New IMetadataAware Interface The new IMetadataAware interface allows you to write attributes that simplify how you can contribute to the ModelMetadata creation process. Before this interface was available, you needed to write a custom metadata provider in order to have an attribute provide extra metadata. This interface is consumed by the AssociatedMetadataProvider class, so support for the IMetadataAware interface is automatically inherited by all classes that derive from that class (notably, the DataAnnotationsModelMetadataProvider class). New Action Result Types In ASP.NET MVC 3, the Controller class includes two new action result types and corresponding helper methods. HttpNotFoundResult Action The new HttpNotFoundResult action result is used to indicate that a resource requested by the current URL was not found. The status code is 404. This class derives from HttpStatusCodeResult. The Controller class includes an HttpNotFound method that returns an instance of this action result type, as shown in the following example: public ActionResult List(int id) {     if (id < 0) {                 return HttpNotFound();     }     return View(); } HttpStatusCodeResult Action The new HttpStatusCodeResult action result is used to set the response status code and description. Permanent Redirect The HttpRedirectResult class has a new Boolean Permanent property that is used to indicate whether a permanent redirect should occur. A permanent redirect uses the HTTP 301 status code. Corresponding to this change, the Controller class now has several methods for performing permanent redirects: - RedirectPermanent - RedirectToRoutePermanent - RedirectToActionPermanent These methods return an instance of HttpRedirectResult with the Permanent property set to true. Breaking Changes The order of execution for exception filters has changed for exception filters that have the same Order value. In ASP.NET MVC 2 and earlier, exception filters on the controller with the same Order as those on an action method were executed before the exception filters on the action method. This would typically be the case when exception filters were applied without a specified order Order value. In MVC 3, this order has been reversed in order to allow the most specific exception handler to execute first. As in earlier versions, if the Order property is explicitly specified, the filters are run in the specified order. Known Issues When you are editing a Razor view (CSHTML file), the Go To Controller menu item in Visual Studio will not be available, and there are no code snippets.

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  • Is there a standard Mac OS X Snow Leopard home folder naming convention?

    - by JGFMK
    I recently re-installed a fresh copy of Snow Leopard on my Mac. I was a bit surprised when the process completed it had changed the name of my home folder to use my name rather than my initials. This messed up all the paths in my Eclipse IDE workspace. I vaguely remember being asked if I use it for home or business use and wondered if something I did there has a bearing on the way the default name is assigned. Does anyone have more information on this? Links too official Apple install etc. Cheers.

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  • I can't uncheck the "read-only" attribute from a folder on a Windows Server 2008 machine.

    - by Andrei
    Hello everybody. I have a folder (C:\temp) on a windows server 2008 R2 installation. Initially it has the Read Only attribute checked, but I want to uncheck it. I am able to uncheck it and it even shows me the loading process (it is showing me that it is going through all the subfolders), but after I press OK and I go back to properties, it still remains checked as Read Only. Hope someone has an idea. Thanks. edit: I tried this one, but it doesn't seem to work: http://support.microsoft.com/kb/256614

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  • Why don't they clean up the Windows folder? [on hold]

    - by NeoLegends
    To me, that thing seems like an utter mess, at least most parts. Some are pretty organized (.NET and GAC-Folders), but most of the others (System32) are not. Wouldn't it improve the general developer productivity if they cleaned it all up? In general - I don't know why they didn't stop that folder becoming a huge mess, and why they don't take any efforts to reduce it. (Win 8 Settings App sits in System32 while Store sits in Root directory, iirc) FHS isn't perfect, but it's far better than that...

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  • ASP.NET MVC 3 - New Features

    - by imran_ku07
    Introduction:          ASP.NET MVC 3 just released by ASP.NET MVC team which includes some new features, some changes, some improvements and bug fixes. In this article, I will show you the new features of ASP.NET MVC 3. This will help you to get started using the new features of ASP.NET MVC 3. Full details of this announcement is available at Announcing release of ASP.NET MVC 3, IIS Express, SQL CE 4, Web Farm Framework, Orchard, WebMatrix.   Description:       New Razor View Engine:              Razor view engine is one of the most coolest new feature in ASP.NET MVC 3. Razor is speeding things up just a little bit more. It is much smaller and lighter in size. Also it is very easy to learn. You can say ' write less, do more '. You can get start and learn more about Razor at Introducing “Razor” – a new view engine for ASP.NET.         Granular Request Validation:             Another biggest new feature in ASP.NET MVC 3 is Granular Request Validation. Default request validator will throw an exception when he see < followed by an exclamation(like <!) or < followed by the letters a through z(like <s) or & followed by a pound sign(like &#123) as a part of querystring, posted form, headers and cookie collection. In previous versions of ASP.NET MVC, you can control request validation using ValidateInputAttriubte. In ASP.NET MVC 3 you can control request validation at Model level by annotating your model properties with a new attribute called AllowHtmlAttribute. For details see Granular Request Validation in ASP.NET MVC 3.       Sessionless Controller Support:             Sessionless Controller is another great new feature in ASP.NET MVC 3. With Sessionless Controller you can easily control your session behavior for controllers. For example, you can make your HomeController's Session as Disabled or ReadOnly, allowing concurrent request execution for single user. For details see Concurrent Requests In ASP.NET MVC and HowTo: Sessionless Controller in MVC3 – what & and why?.       Unobtrusive Ajax and  Unobtrusive Client Side Validation is Supported:             Another cool new feature in ASP.NET MVC 3 is support for Unobtrusive Ajax and Unobtrusive Client Side Validation.  This feature allows separation of responsibilities within your web application by separating your html with your script. For details see Unobtrusive Ajax in ASP.NET MVC 3 and Unobtrusive Client Validation in ASP.NET MVC 3.       Dependency Resolver:             Dependency Resolver is another great feature of ASP.NET MVC 3. It allows you to register a dependency resolver that will be used by the framework. With this approach your application will not become tightly coupled and the dependency will be injected at run time. For details see ASP.NET MVC 3 Service Location.       New Helper Methods:             ASP.NET MVC 3 includes some helper methods of ASP.NET Web Pages technology that are used for common functionality. These helper methods includes: Chart, Crypto, WebGrid, WebImage and WebMail. For details of these helper methods, please see ASP.NET MVC 3 Release Notes. For using other helper methods of ASP.NET Web Pages see Using ASP.NET Web Pages Helpers in ASP.NET MVC.       Child Action Output Caching:             ASP.NET MVC 3 also includes another feature called Child Action Output Caching. This allows you to cache only a portion of the response when you are using Html.RenderAction or Html.Action. This cache can be varied by action name, action method signature and action method parameter values. For details see this.       RemoteAttribute:             ASP.NET MVC 3 allows you to validate a form field by making a remote server call through Ajax. This makes it very easy to perform remote validation at client side and quickly give the feedback to the user. For details see How to: Implement Remote Validation in ASP.NET MVC.       CompareAttribute:             ASP.NET MVC 3 includes a new validation attribute called CompareAttribute. CompareAttribute allows you to compare the values of two different properties of a model. For details see CompareAttribute in ASP.NET MVC 3.       Miscellaneous New Features:                    ASP.NET MVC 2 includes FormValueProvider, QueryStringValueProvider, RouteDataValueProvider and HttpFileCollectionValueProvider. ASP.NET MVC 3 adds two additional value providers, ChildActionValueProvider and JsonValueProvider(JsonValueProvider is not physically exist).  ChildActionValueProvider is used when you issue a child request using Html.Action and/or Html.RenderAction methods, so that your explicit parameter values in Html.Action and/or Html.RenderAction will always take precedence over other value providers. JsonValueProvider is used to model bind JSON data. For details see Sending JSON to an ASP.NET MVC Action Method Argument.           In ASP.NET MVC 3, a new property named FileExtensions added to the VirtualPathProviderViewEngine class. This property is used when looking up a view by path (and not by name), so that only views with a file extension contained in the list specified by this new property is considered. For details see VirtualPathProviderViewEngine.FileExtensions Property .           ASP.NET MVC 3 installation package also includes the NuGet Package Manager which will be automatically installed when you install ASP.NET MVC 3. NuGet makes it easy to install and update open source libraries and tools in Visual Studio. See this for details.           In ASP.NET MVC 2, client side validation will not trigger for overridden model properties. For example, if have you a Model that contains some overridden properties then client side validation will not trigger for overridden properties in ASP.NET MVC 2 but client side validation will work for overridden properties in ASP.NET MVC 3.           Client side validation is not supported for StringLengthAttribute.MinimumLength property in ASP.NET MVC 2. In ASP.NET MVC 3 client side validation will work for StringLengthAttribute.MinimumLength property.           ASP.NET MVC 3 includes new action results like HttpUnauthorizedResult, HttpNotFoundResult and HttpStatusCodeResult.           ASP.NET MVC 3 includes some new overloads of LabelFor and LabelForModel methods. For details see LabelExtensions.LabelForModel and LabelExtensions.LabelFor.           In ASP.NET MVC 3, IControllerFactory includes a new method GetControllerSessionBehavior. This method is used to get controller's session behavior. For details see IControllerFactory.GetControllerSessionBehavior Method.           In ASP.NET MVC 3, Controller class includes a new property ViewBag which is of type dynamic. This property allows you to access ViewData Dictionary using C # 4.0 dynamic features. For details see ControllerBase.ViewBag Property.           ModelMetadata includes a property AdditionalValues which is of type Dictionary. In ASP.NET MVC 3 you can populate this property using AdditionalMetadataAttribute. For details see AdditionalMetadataAttribute Class.           In ASP.NET MVC 3 you can also use MvcScaffolding to scaffold your Views and Controller. For details see Scaffold your ASP.NET MVC 3 project with the MvcScaffolding package.           If you want to convert your application from ASP.NET MVC 2 to ASP.NET MVC 3 then there is an excellent tool that automatically converts ASP.NET MVC 2 application to ASP.NET MVC 3 application. For details see MVC 3 Project Upgrade Tool.           In ASP.NET MVC 2 DisplayAttribute is not supported but in ASP.NET MVC 3 DisplayAttribute will work properly.           ASP.NET MVC 3 also support model level validation via the new IValidatableObject interface.           ASP.NET MVC 3 includes a new helper method Html.Raw. This helper method allows you to display unencoded HTML.     Summary:          In this article I showed you the new features of ASP.NET MVC 3. This will help you a lot when you start using ASP MVC 3. I also provide you the links where you can find further details. Hopefully you will enjoy this article too.  

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  • Blank New Tab Quick-Fix for Google Chrome

    - by Asian Angel
    If you have other browsers that you use set to “about:blank” for new tabs then you probably feel rather frustrated with Google Chrome’s default New Tab Page. The Blank New Tab extension is the perfect solution to that problem. Before Unless you have a “speed dial/special page” extension installed you are stuck with the default new tab page in Chrome every single time you open a new tab. What if you do not like the default new tab page or “speed dial/special page” setups? After If you are someone who prefers to have a blank page as a new tab then you will love this extension. Once you have it installed you can click to your heart’s content on the “New Tab Button” and see nothing but blank goodness. Sometimes less is more… Note: There are no options to bother with. Conclusion If you prefer a blank page when opening a new tab then the Blank New Tab extension is just what you have been waiting for. Links Download the Blank New Tab extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Subscribe to RSS Feeds in Chrome with a Single ClickAccess Wolfram Alpha Search in Google ChromeFind Similar Websites in Google ChromeHow to Make Google Chrome Your Default BrowserView Maps and Get Directions in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Need Help with Your Home Network? Awesome Lyrics Finder for Winamp & Windows Media Player Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad Hide Your Confidential Files Inside Images

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  • Windows7 shows a drive as full in summary but files, including backup folder, shown on drive are ver

    - by Rob
    I have a drive partitioned so it is seen by Windows as 2 drives: C:\ and D:\ Windows7 shows D:\ as full up in the graphical summary in 'My Computer' summary of all the drives, e.g. the bar graph indicates full and nearly all of the drive's capacity, 108Gb, is full. So I go into the D:\ drive to look at the files, I see several folders. I select them all and the right click menu Properties to count their size, expecting the value to be about the same as what Windows reports in the summary, i.e. nearly 108Gb. But the properties shows the files are very small, Kbs and Mbs, nowhere near 108Gbs. One of the folders is a backup, but its size is very small. I've checked the folder options to show all system files and hidden files too - and counted these in the properties. Something invisible is holding the space. What is happening here? I'm afraid to delete anything if it removes valuable backups. Have I got huge backups here? Why can't I see them? How do I see them?

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  • iptables rules keep showing up

    - by Omriko
    I just installed an ubuntu precise server, after a few weird communications issues I checked the iptables list and found: Chain INPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- 10.0.0.0/24 anywhere tcp spts:1024:65535 dpt:ssh state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW DROP tcp -- anywhere anywhere tcp dpt:10520 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:31337 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:31338 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:54320 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:54321 state NEW DROP tcp -- anywhere anywhere tcp dpt:12345 state NEW DROP tcp -- anywhere anywhere tcp dpt:12346 state NEW DROP tcp -- anywhere anywhere tcp dpt:20034 state NEW DROP tcp -- anywhere anywhere tcp dpt:16600 state NEW DROP tcp -- anywhere anywhere tcp dpt:16660 state NEW DROP tcp -- anywhere anywhere tcp dpt:65000 state NEW DROP udp -- anywhere anywhere udp dpt:34555 state NEW DROP udp -- anywhere anywhere udp dpt:35555 state NEW DROP udp -- anywhere anywhere udp spts:netbios-ns:netbios-dgm dpts:netbios-ns:netbios-dgm state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:netbios-ssn state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:microsoft-ds state NEW DROP udp -- anywhere anywhere udp spt:microsoft-ds dpt:microsoft-ds state NEW DROP udp -- anywhere anywhere udp spts:1024:65535 dpt:microsoft-ds state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:loc-srv state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:5000 state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpts:1025:1029 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:loc-srv state NEW ACCEPT tcp -- anywhere anywhere tcp spts:1024:65535 dpt:28082 state NEW DROP all -- anywhere anywhere state NEW Chain FORWARD (policy DROP) target prot opt source destination Chain OUTPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- anywhere anywhere tcp spts:tcpmux:65535 dpts:tcpmux:65535 state NEW ACCEPT udp -- anywhere anywhere udp dpts:1:65535 state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT tcp -- anywhere anywhere tcp spts:1024:65535 dpt:28082 state NEW DROP all -- anywhere anywhere state NEW I tried to wipe the rules, I disabled UFW, Ive rewritten and saved iptables rules according to this guide, but every minute or so the old rules return.... I checked crontab for scheduled tasks, there is nothing in there but still these rules appear every minute... please help!

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  • Creating New Scripts Dynamically in Lua

    - by bazola
    Right now this is just a crazy idea that I had, but I was able to implement the code and get it working properly. I am not entirely sure of what the use cases would be just yet. What this code does is create a new Lua script file in the project directory. The ScriptWriter takes as arguments the file name, a table containing any arguments that the script should take when created, and a table containing any instance variables to create by default. My plan is to extend this code to create new functions based on inputs sent in during its creation as well. What makes this cool is that the new file is both generated and loaded dynamically on the fly. Theoretically you could get this code to generate and load any script imaginable. One use case I can think of is an AI that creates scripts to map out it's functions, and creates new scripts for new situations or environments. At this point, this is all theoretical, though. Here is the test code that is creating the new script and then immediately loading it and calling functions from it: function Card:doScriptWriterThing() local scriptName = "ScriptIAmMaking" local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() local loadedScript = require (scriptName) local scriptInstance = loadedScript:new("sayThis") print(scriptInstance:get_name()) --will print test print(scriptInstance:get_one()) -- will print 1 scriptInstance:set_one(10000) print(scriptInstance:get_one()) -- will print 10000 print(scriptInstance:get_argumentName()) -- will print sayThis scriptInstance:set_argumentName("saySomethingElse") print(scriptInstance:get_argumentName()) --will print saySomethingElse end Here is ScriptWriter.lua local ScriptWriter = {} local twoSpaceIndent = " " local equalsWithSpaces = " = " local newLine = "\n" --scriptNameToCreate must be a string --argumentsForNew and instanceVariablesToCreate must be tables and not nil function ScriptWriter:new(scriptNameToCreate, argumentsForNew, instanceVariablesToCreate) local instance = setmetatable({}, { __index = self }) instance.name = scriptNameToCreate instance.newArguments = argumentsForNew instance.instanceVariables = instanceVariablesToCreate instance.stringList = {} return instance end function ScriptWriter:makeFileForLoadedSettings() self:buildInstanceMetatable() self:buildInstanceCreationMethod() self:buildSettersAndGetters() self:buildReturn() self:writeStringsToFile() end --very first line of any script that will have instances function ScriptWriter:buildInstanceMetatable() table.insert(self.stringList, "local " .. self.name .. " = {}" .. newLine) table.insert(self.stringList, newLine) end --every script made this way needs a new method to create its instances function ScriptWriter:buildInstanceCreationMethod() --new() function declaration table.insert(self.stringList, ("function " .. self.name .. ":new(")) self:buildNewArguments() table.insert(self.stringList, ")" .. newLine) --first line inside :new() function table.insert(self.stringList, twoSpaceIndent .. "local instance = setmetatable({}, { __index = self })" .. newLine) --add designated arguments inside :new() self:buildNewArgumentVariables() --create the instance variables with the loaded values for key,value in pairs(self.instanceVariables) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. key .. equalsWithSpaces .. value .. newLine) end --close the :new() function table.insert(self.stringList, twoSpaceIndent .. "return instance" .. newLine) table.insert(self.stringList, "end" .. newLine) table.insert(self.stringList, newLine) end function ScriptWriter:buildNewArguments() --if there are arguments for :new(), add them for key,value in ipairs(self.newArguments) do table.insert(self.stringList, value) table.insert(self.stringList, ", ") end if next(self.newArguments) ~= nil then --makes sure the table is not empty first table.remove(self.stringList) --remove the very last element, which will be the extra ", " end end function ScriptWriter:buildNewArgumentVariables() --add the designated arguments to :new() for key, value in ipairs(self.newArguments) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. value .. equalsWithSpaces .. value .. newLine) end end --the instance variables need separate code because their names have to be the key and not the argument name function ScriptWriter:buildSettersAndGetters() for key,value in ipairs(self.newArguments) do self:buildArgumentSetter(value) self:buildArgumentGetter(value) table.insert(self.stringList, newLine) end for key,value in pairs(self.instanceVariables) do self:buildInstanceVariableSetter(key, value) self:buildInstanceVariableGetter(key, value) table.insert(self.stringList, newLine) end end --code for arguments passed in function ScriptWriter:buildArgumentSetter(variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. variable .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. variable .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildArgumentGetter(variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. variable .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. variable .. newLine) table.insert(self.stringList, "end" .. newLine) end --code for instance variable values passed in function ScriptWriter:buildInstanceVariableSetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. key .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. key .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildInstanceVariableGetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. key .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. key .. newLine) table.insert(self.stringList, "end" .. newLine) end --last line of any script that will have instances function ScriptWriter:buildReturn() table.insert(self.stringList, "return " .. self.name) end function ScriptWriter:writeStringsToFile() local fileName = (self.name .. ".lua") file = io.open(fileName, 'w') for key,value in ipairs(self.stringList) do file:write(value) end file:close() end return ScriptWriter And here is what the code provided will generate: local ScriptIAmMaking = {} function ScriptIAmMaking:new(argumentName) local instance = setmetatable({}, { __index = self }) instance.argumentName = argumentName instance.name = 'test' instance.one = 1 return instance end function ScriptIAmMaking:set_argumentName(newValue) self.argumentName = newValue end function ScriptIAmMaking:get_argumentName() return self.argumentName end function ScriptIAmMaking:set_name(newValue) self.name = newValue end function ScriptIAmMaking:get_name() return self.name end function ScriptIAmMaking:set_one(newValue) self.one = newValue end function ScriptIAmMaking:get_one() return self.one end return ScriptIAmMaking All of this is generated with these calls: local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() I am not sure if I am correct that this could be useful in certain situations. What I am looking for is feedback on the readability of the code, and following Lua best practices. I would also love to hear whether this approach is a valid one, and whether the way that I have done things will be extensible.

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  • Sometimes can rename, remove a folder; sometimes cannot

    - by Vy Clarks
    In my website project. I need to rename or remove some folder by code. Sometimes I can do all of that, but sometimes I cannot with error: Access to the path is denied Try to find to solution on Google. May be, there are two reason: The permisstion of that Folder Some subFolder or some file in that Folder that's being held open. Try to check: Right click on Folder- Properties-- Security: if this is the right way to check the permission, the Folder allowes every action (read, write....) There are no file, no subfolder of that Folder is opened. Why? I still dont understant why sometimes I can rename folder but sometimes I cannot. Help!! I need your opinions!!! UPDATE: take a look at my code above: I want to rename the a folder with the new name inputed in a Textbox txtFilenFolderName: protected void btnUpdate_Click(object sender, EventArgs e) { string[] values = EditValue; string oldpath = values[0];// = "D:\\C#Projects\\website\\Lecturer\\giangvien\\New folder" string oldName = values[2]; //= New Folder string newName = txtFilenFolderName.Text; //= New Folder1 string newPath = string.Empty; if (oldName != newName) { newPath = oldpath.Replace(oldName, newName); Directory.Move(oldpath, newPath); } else lblmessage2.Text = "New name must not be the same as the old "; } } Try to debug: oldpath = "D:\\C#Projects\\website\\Lecturer\\giangvien\\New folder" oldName = New Folder newName= New Folder1 newpath = "D:\\C#Projects\\website\\Lecturer\\giangvien\\New folder1" Everything seems right, but I when I click on buton Edit --- rename--- Update--- an error occur: Access to the path is denied D:\\C#Projects\\website\\Lecturer\\giangvien\\New folder Help!

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  • DotNetNuke create new portal didnt create new portal

    - by Jonesy
    hi folks, I've installed dotnetnuke today for the first time, I've created a new portal via host/portals. It says its created it but just doesn't find it. I just don't know how/why? The portal ID is 4. and there is a directory in dotnetnuke/Portals/4 But the url localhost/bmd (name of the portal) doesn't resolve to anything/ Anyone know a solution to this? maybe it happened to you too? Cheers

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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