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  • Desktop Fun: Happy New Year Wallpaper Collection [Bonus Edition]

    - by Asian Angel
    As this year draws to a close, it is a time to reflect back on what we have done this year and to look forward to the new one. To help commemorate the event we have put together a bonus size edition of Happy New Year wallpapers for your desktops. Extra Note: We made a special effort to find wallpapers for this collection without the year “printed” on them, thus allowing for reuse as desired and/or needed beyond the 2010 – 2011 holiday. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. For more New Year’s desktop goodness be sure to check out our Happy New Year icon & font packs collection (link at bottom)! Note: This wallpaper will need to be placed on a larger white background in order to increase the height. Note: This wallpaper will need to be placed on a larger background in order to increase the width and height. Note: This wallpaper comes in multiple sizes and will need to be downloaded as a zip file. Note: This wallpaper comes in multiple sizes and will need to be downloaded as a zip file. Note: The download size for the original version of this wallpaper is 15 MB. Note: The download size for the original version of this wallpaper is 15 MB. More Happy New Year Fun Desktop Fun: Happy New Year Icon and Font Packs For more wallpapers be certain to see our great collections in the Desktop Fun section. Latest Features How-To Geek ETC How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know HTG Explains: Which Linux File System Should You Choose? HTG Explains: Why Does Photo Paper Improve Print Quality? The Outdoor Lights Scene from National Lampoon’s Christmas Vacation [Video] The Famous Home Alone Pizza Delivery Scene [Classic Video] Chronicles of Narnia: The Voyage of the Dawn Treader Theme for Windows 7 Cardinal and Rabbit Sharing a Tree on a Cold Winter Morning Wallpaper An Alternate Star Wars Christmas Special [Video] Sunset in a Tropical Paradise Wallpaper

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  • WebLogic Partner Community Newsletter June 2013

    - by JuergenKress
    Dear WebLogic Partner Community member, This month newsletter contains tons of Java material with the availability of Java EE7! Including many articles in the May/June Java Magazine and the Duke Award nomination! Thanks for all your efforts to become certified and Specialized. For all the experts who achieved the WebLogic Server 12c Certified Implementation Specialist  or ADF 11g Certified Implementation Specialist you can download a logo for your blog or business card at the Competence Center. For all the companies who achieved a WebLogic and ADF Specialization you can request a nice plaque for your office. Summer time is training time – make sure you attend our Fusion Middleware Summer Camps or one of our upcoming Exalogic Implementation Workshop by PTS in Spain, Turkey and Middle East. For those who can not make it we offers plenty of online courses like the New ADF Academy. Or the webcast The value of Engineered Systems for SAP. At our WebLogic Community Workspace (WebLogic Community membership required) you can find Engineered Systems Strategy presentation. Thanks to the community for all the WebLogic best practice papers and tools like Automated provision of Oracle Weblogic Server Platform & Frank’s Coherence videos on YouTube & Create and deploy applications on the Oracle Java Cloud & WebLogic Application redeployment using shared libraries - without downtime & Oracle Traffic Director. The first tests deployments for WebLogic on Oracle Database Appliance are on the way, thanks to all who are their experience: Sizing & Configuration and Traffic Director. Virtualised Oracle Database Appliance Proof of Concept - #1 Planning from Simon Haslam. Would be great if you can also share your experience via twitter @wlscommunity! In the ADF section of the newsletter you find Tuning Application Module Pools and Connection Pools & List View - Cool Looking ADF PS6 Component for Collections & Insider Essential & User Interface & Skinning & Oracle Forms to ADF Modernization reference. Great summer time! Jürgen Kress Oracle WebLogic Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/WebLogicnewsJune2013 (OPN Account required) To become a member of the WebLogic Partner Community please register at http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: WebLogic Community newsletter,newsletter,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • Unit Testing with NUnit and Moles Redux

    - by João Angelo
    Almost two years ago, when Moles was still being packaged alongside Pex, I wrote a post on how to run NUnit tests supporting moled types. A lot has changed since then and Moles is now being distributed independently of Pex, but maintaining support for integration with NUnit and other testing frameworks. For NUnit the support is provided by an addin class library (Microsoft.Moles.NUnit.dll) that you need to reference in your test project so that you can decorate yours tests with the MoledAttribute. The addin DLL must also be placed in the addins folder inside the NUnit installation directory. There is however a downside, since Moles and NUnit follow a different release cycle and the addin DLL must be built against a specific NUnit version, you may find that the release included with the latest version of Moles does not work with your version of NUnit. Fortunately the code for building the NUnit addin is supplied in the archive (moles.samples.zip) that you can found in the Documentation folder inside the Moles installation directory. By rebuilding the addin against your specific version of NUnit you are able to support any version. Also to note that in Moles 0.94.51023.0 the addin code did not support the use of TestCaseAttribute in your moled tests. However, if you need this support, you need to make just a couple of changes. Change the ITestDecorator.Decorate method in the MolesAddin class: Test ITestDecorator.Decorate(Test test, MemberInfo member) { SafeDebug.AssumeNotNull(test, "test"); SafeDebug.AssumeNotNull(member, "member"); bool isTestFixture = true; isTestFixture &= test.IsSuite; isTestFixture &= test.FixtureType != null; bool hasMoledAttribute = true; hasMoledAttribute &= !SafeArray.IsNullOrEmpty( member.GetCustomAttributes(typeof(MoledAttribute), false)); if (!isTestFixture && hasMoledAttribute) { return new MoledTest(test); } return test; } Change the Tests property in the MoledTest class: public override System.Collections.IList Tests { get { if (this.test.Tests == null) { return null; } var moled = new List<Test>(this.test.Tests.Count); foreach (var test in this.test.Tests) { moled.Add(new MoledTest((Test)test)); } return moled; } } Disclaimer: I only tested this implementation against NUnit 2.5.10.11092 version. Finally you just need to run the NUnit console runner through the Moles runner. A quick example follows: moles.runner.exe [Tests.dll] /r:nunit-console.exe /x86 /args:[NUnitArgument1] /args:[NUnitArgument2]

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  • Action delegate in C#

    - by Jalpesh P. Vadgama
    In last few posts about I have written lots of things about delegates and this post is also part of that series. In this post we are going to learn about Action delegates in C#.  Following is a list of post related to delegates. Delegates in C#. Multicast Delegates in C#. Func Delegates in C#. Action Delegates in c#: As per MSDN action delegates used to pass a method as parameter without explicitly declaring custom delegates. Action Delegates are used to encapsulate method that does not have return value. C# 4.0 Action delegates have following different variants like following. It can take up to 16 parameters. Action – It will be no parameter and does not return any value. Action(T) Action(T1,T2) Action(T1,T2,T3) Action(T1,T2,T3,T4) Action(T1,T2,T3,T4,T5) Action(T1,T2,T3,T4,T5,T6) Action(T1,T2,T3,T4,T5,T6,T7) Action(T1,T2,T3,T4,T5,T6,T7,T8) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14,T15) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14,T15,T16) So for this Action delegate you can have up to 16 parameters for Action.  Sound interesting!!… Enough theory now. It’s time to implement real code. Following is a code for that. using System; using System.Collections.Generic; namespace DelegateExample { class Program { static void Main(string[] args) { Action<String> Print = p => Console.WriteLine(p); Action<String,String> PrintAnother = (p1,p2)=> Console.WriteLine(string.Format("{0} {1}",p1,p2)); Print("Hello"); PrintAnother("Hello","World"); } } } In the above code you can see that I have created two Action delegate Print and PrintAnother. Print have one string parameter and its printing that. While PrintAnother have two string parameter and printing both the strings via Console.Writeline. Now it’s time to run example and following is the output as expected. That’s it. Hope you liked it. Stay tuned for more updates!!

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  • What are the tradeoffs for using 'partial view models'?

    - by Kenny Evitt
    I've become aware of an itch due to some non-DRY code pertaining to view model classes in an (ASP.NET) MVC web application and I'm thinking of scratching my itch by organizing code in various 'partial view model' classes. By partial-view-model, I'm referring to a class like a view model class in an analogous way to how partial views are like views, i.e. a way to encapsulate common info and behavior. To strengthen the 'analogy', and to aid in visually organizing the code in my IDE, I was thinking of naming the partial-view-model classes with a _ prefix, e.g. _ParentItemViewModel. As a slightly more concrete example of why I'm thinking along these lines, imagine that I have a domain-model-entity class ParentItem and the user-friendly descriptive text that identifies these items to users is complex enough that I'd like to encapsulate that code in a method in a _ParentItemViewModel class, for which I can then include an object or a collection of objects of that class in all the view model classes for all the views that need to include a reference to a parent item, e.g. ChildItemViewModel can have a ParentItem property of the _ParentItemViewModel class type, so that in my ChildItemView view, I can use @Model.ParentItem.UserFriendlyDescription as desired, like breadcrumbs, links, etc. Edited 2014-02-06 09:56 -05 As a second example, imagine that I have entity classes SomeKindOfBatch, SomeKindOfBatchDetail, and SomeKindOfBatchDetailEvent, and a view model class and at least one view for each of those entities. Also, the example application covers a lot more than just some-kind-of-batches, so that it wouldn't really be useful or sensible to include info about a specific some-kind-of-batch in all of the project view model classes. But, like the above example, I have some code, say for generating a string for identifying a some-kind-of-batch in a user-friendly way, and I'd like to be able to use that in several views, say as breadcrumb text or text for a link. As a third example, I'll describe another pattern I'm currently using. I have a Contact entity class, but it's a fat class, with dozens of properties, and at least a dozen references to other fat classes. However, a lot of view model classes need properties for referencing a specific contact and most of those need other properties for collections of contacts, e.g. possible contacts to be referenced for some kind of relationship. Most of these view model classes only need a small fraction of all of the available contact info, basically just an ID and some kind of user-friendly description (i.e. a friendly name). It seems to be pretty useful to have a 'partial view model' class for contacts that all of these other view model classes can use. Maybe I'm just misunderstanding 'view model class' – I understand a view model class as always corresponding to a view. But maybe I'm assuming too much.

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • Applying Quotas Across all My Sites

    - by Bil Simser
    Just a quick snippet this morning. If you need to apply a new quota template to all users My Sites here's a quick script to do it. Changing an existing quota is fine but if you're migrating users from another system or you just want to up everyone's storage a bit here's what you do. Create a new quota template. This is found in Central Admin under Application Management | Site Collections | Specify quota templates. There's already a default "Individual Quota" created you might want to create your own or have a special one for your users Open up the PowerShell Management Console and enter "Get-SPWebApplication". This will list all your web applications on the farm.  To apply it to all My Sites (each site is a site collection of its own) run this script below. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: $webapps = Get-SPWebApplication; 2:   3: $webapp = $webapps[4]; 4:   5: foreach ($site in $webapp.Sites) { 6: Set-SPSite -Identity $site.url -QuotaTemplate "Your Quota Template" 7: } The first line gets all the web applications on the server. In our case, the forth one is the mysite web app (yours will probably be a different number). Just run Get-SPWebApplication from the console to figure out which one to use. You could get fancy and pipe the name to find it but I'm too lazy for that.Then we loop through all the sites on the list using the $site.url property and pass it to the Set-SPSite cmdlet and specify the name of the our custom QuotaTemplate.Easy. Now all users are updated with the new quota template.

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  • Diving into Scala with Cay Horstmann

    - by Janice J. Heiss
    A new interview with Java Champion Cay Horstmann, now up on otn/java, titled  "Diving into Scala: A Conversation with Java Champion Cay Horstmann," explores Horstmann's ideas about Scala as reflected in his much lauded new book,  Scala for the Impatient.  None other than Martin Odersky, the inventor of Scala, called it "a joy to read" and the "best introduction to Scala". Odersky was so enthused by the book that he asked Horstmann if the first section could be made available as a free download on the Typesafe Website, something Horstmann graciously assented to. Horstmann acknowledges that some aspects of Scala are very complex, but he encourages developers to simply stay away from those parts of the language. He points to several ways Java developers can benefit from Scala: "For example," he says, " you can write classes with less boilerplate, file and XML handling is more concise, and you can replace tedious loops over collections with more elegant constructs. Typically, programmers at this level report that they write about half the number of lines of code in Scala that they would in Java, and that's nothing to sneeze at. Another entry point can be if you want to use a Scala-based framework such as Akka or Play; you can use these with Java, but the Scala API is more enjoyable. " Horstmann observes that developers can do fine with Scala without grasping the theory behind it. He argues that most of us learn best through examples and not through trying to comprehend abstract theories. He also believes that Scala is the most attractive choice for developers who want to move beyond Java and C++.  When asked about other choices, he comments: "Clojure is pretty nice, but I found its Lisp syntax a bit off-putting, and it seems very focused on software transactional memory, which isn't all that useful to me. And it's not statically typed. I wanted to like Groovy, but it really bothers me that the semantics seems under-defined and in flux. And it's not statically typed. Yes, there is Groovy++, but that's in even sketchier shape. There are a couple of contenders such as Kotlin and Ceylon, but so far they aren't real. So, if you want to do work with a statically typed language on the JVM that exists today, Scala is simply the pragmatic choice. It's a good thing that it's such a nice choice." Learn more about Scala by going to the interview here.

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  • Need suggestion for Mutiple Windows application design

    - by King Chan
    This was previously posted in StackOverflow, I just moved to here... I am using VS2008, MVVM, WPF, Prism to make a mutiple window CRM Application. I am using MidWinow in my MainWindow, I want Any ViewModel would able to make request to MainWindow to create/add/close MidChildWindow, ChildWindow(from WPF Toolkit), Window (the Window type). ViewModel can get the DialogResult from the ChildWindow its excutes. MainWindow have control on all opened window types. Here is my current approach: I made Dictionary of each of the windows type and stores them into MainWindow class. For 1, i.e in a CustomerInformationView, its CustomerInformationViewModel can execute EditCommand and use EventAggregator to tell MainWindow to open a new ChildWindow. CustomerInformationViewModel: CustomerEditView ceView = new CustomerEditView (); CustomerEditViewModel ceViewModel = CustomerEditViewModel (); ceView.DataContext = ceViewModel; ChildWindow cWindow = new ChildWindow(); cWindow.Content = ceView; MainWindow.EvntAggregator.GetEvent<NewWindowEvent>().Publish(new WindowEventArgs(ceViewModel.ViewModeGUID, cWindow )); cWindow.Show(); Notice that all my ViewModel will generates a Guid for help identifies the ChildWindow from MainWindow's dictionary. Since I will only be using 1 View 1 ViewModel for every Window. For 2. In CustomerInformationViewModel I can get DialogResult by OnClosing event from ChildWindow, in CustomerEditViewModel can use Guid to tell MainWindow to close the ChildWindow. Here is little question and problems: Is it good idea to use Guid here? Or should I use HashKey from ChildWindow? My MainWindows contains windows reference collections. So whenever window close, it will get notifies to remove from the collection by OnClosing event. But all the Windows itself doesn't know about its associated Guid, so when I remove it, I have to search for every KeyValuePair to compares... I still kind of feel wrong associate ViewModel's Guid for ChildWindow, it would make more sense if ChildWindow has it own ID then ViewModel associate with it... But most important, is there any better approach on this design? How can I improve this better?

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  • Obtaining positional information in the IEnumerable Select extension method

    - by Kyle Burns
    This blog entry is intended to provide a narrow and brief look into a way to use the Select extension method that I had until recently overlooked. Every developer who is using IEnumerable extension methods to work with data has been exposed to the Select extension method, because it is a pretty critical piece of almost every query over a collection of objects.  The method is defined on type IEnumerable and takes as its argument a function that accepts an item from the collection and returns an object which will be an item within the returned collection.  This allows you to perform transformations on the source collection.  A somewhat contrived example would be the following code that transforms a collection of strings into a collection of anonymous objects: 1: var media = new[] {"book", "cd", "tape"}; 2: var transformed = media.Select( item => 3: { 4: Media = item 5: } ); This code transforms the array of strings into a collection of objects which each have a string property called Media. If every developer using the LINQ extension methods already knows this, why am I blogging about it?  I’m blogging about it because the method has another overload that I hadn’t seen before I needed it a few weeks back and I thought I would share a little about it with whoever happens upon my blog.  In the other overload, the function defined in the first overload as: 1: Func<TSource, TResult> is instead defined as: 1: Func<TSource, int, TResult>   The additional parameter is an integer representing the current element’s position in the enumerable sequence.  I used this information in what I thought was a pretty cool way to compare collections and I’ll probably blog about that sometime in the near future, but for now we’ll continue with the contrived example I’ve already started to keep things simple and show how this works.  The following code sample shows how the positional information could be used in an alternating color scenario.  I’m using a foreach loop because IEnumerable doesn’t have a ForEach extension, but many libraries do add the ForEach extension to IEnumerable so you can update the code if you’re using one of these libraries or have created your own. 1: var media = new[] {"book", "cd", "tape"}; 2: foreach (var result in media.Select( 3: (item, index) => 4: new { Item = item, Index = index })) 5: { 6: Console.ForegroundColor = result.Index % 2 == 0 7: ? ConsoleColor.Blue : ConsoleColor.Yellow; 8: Console.WriteLine(result.Item); 9: }

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  • Playing with F#

    - by mroberts
    Project Euler is a awesome site.   When working with a new language it can be tricky to find problems that need solving, that are more complex than "Hello World" and simpler than a full blown application. Project Euler gives use just that, cool and thought provoking problems that usually don't take days to solve.  I've solved a number of questions with C# and some with Java.  BTW, I used Java because it had BigInteger support before .Net. A couple weeks ago, back when winter had a firm grip on Columbus, OH, I began playing (researching) with F#.  I began with Problem #1 from Project Euler.  I started by looking at my solution in C#. Here is my solution in C#. 1: using System; 2: using System.Collections.Generic; 3:   4: namespace Problem001 5: { 6: class Program 7: { 8: static void Main(string[] args) 9: { 10: List<int> values = new List<int>(); 11:   12: for (int i = 1; i < 1000; i++) 13: { 14: if (i % 3 == 0 || i % 5 == 0) 15: values.Add(i); 16: } 17: int total = 0; 18:   19: values.ForEach(v => total += v); 20:   21: Console.WriteLine(total); 22: Console.ReadKey(); 23: } 24: } 25: }   Now, after much tweaking and learning, here is my solution in F#.   1: open System 2:   3: let calc n = 4: [1..n] 5: |> List.map (fun x -> if (x % 3 = 0 || x % 5 = 0) then x else 0) 6: |> List.sum 7:   8: let main() = 9: calc 999 10: |> printfn "result = %d" 11: Console.ReadKey(true) |> ignore 12:   13: main() Just this little example highlights some cool things about F#. Type inference. F# infers the type of a value.  In the C# code above we declare a number of variables, the list, and a couple ints.  F# does not require this, it infers the calc (a function) accepts a int and returns a int. Great built in functionality for Lists.  List.map for example. BTW, I don’t think I’m spilling the beans by giving away the code for Problem 1.  It by far is the easiest question, IMHO, solved by 92,000+ people. Next I’ll look into writing a class library with F#.

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  • The most dangerous SQL Script in the world!

    - by DrJohn
    In my last blog entry, I outlined how to automate SQL Server database builds from concatenated SQL Scripts. However, I did not mention how I ensure the database is clean before I rebuild it. Clearly a simple DROP/CREATE DATABASE command would suffice; but you may not have permission to execute such commands, especially in a corporate environment controlled by a centralised DBA team. However, you should at least have database owner permissions on the development database so you can actually do your job! Then you can employ my universal "drop all" script which will clear down your database before you run your SQL Scripts to rebuild all the database objects. Why start with a clean database? During the development process, it is all too easy to leave old objects hanging around in the database which can have unforeseen consequences. For example, when you rename a table you may forget to delete the old table and change all the related views to use the new table. Clearly this will mean an end-user querying the views will get the wrong data and your reputation will take a nose dive as a result! Starting with a clean, empty database and then building all your database objects using SQL Scripts using the technique outlined in my previous blog means you know exactly what you have in your database. The database can then be repopulated using SSIS and bingo; you have a data mart "to go". My universal "drop all" SQL Script To ensure you start with a clean database run my universal "drop all" script which you can download from here: 100_drop_all.zip By using the database catalog views, the script finds and drops all of the following database objects: Foreign key relationships Stored procedures Triggers Database triggers Views Tables Functions Partition schemes Partition functions XML Schema Collections Schemas Types Service broker services Service broker queues Service broker contracts Service broker message types SQLCLR assemblies There are two optional sections to the script: drop users and drop roles. You may use these at your peril, particularly as you may well remove your own permissions! Note that the script has a verbose mode which displays the SQL commands it is executing. This can be switched on by setting @debug=1. Running this script against one of the system databases is certainly not recommended! So I advise you to keep a USE database statement at the top of the file. Good luck and be careful!!

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  • Oracle At QCon SF 2012

    - by Cassandra Clark - OTN
    Oracle Technology Network is a Platinum sponsor at QCon San Francisco.  (qconsf.com).  Don’t miss these great developer focused sessions: Shay ShmeltzerHow we simplified Web, Mobile and Cloud development for our own developers? - the Oracle StoryOver the past several years, Oracle has beendeveloping a new set of enterprise applications in what is probably one of thelargest Java based development project in the world. How do you take 3000 developers and make them productive? How do you insure the delivery of cutting edge UIs for both Mobile and Web channels? How do you enable Cloud baseddevelopment and deployment?  Come and learn how we did it at Oracle, and see how the same technologies and methodologies can apply to your development efforts. Dan SmithProject Lambda in Java 8Java SE 8 will include major enhancements to the Java Programming Language and its core libraries.  This suite of new features, known as Project Lambda in the OpenJDK community, includes lambda expressions, default methods, and parallel collections (and much more!).  The result will be a next-generation Java programming experience with more flexibility and better abstractions.   This talk will introduce the new Java features and offer a behind-the-scenes view of how they evolved and why they work the way that they do. Arun GuptaJSR 356: Building HTML5 WebSocket Applications in JavaThe family of HTML5 technologies has pushed the pendulum away from rich client technologies and toward ever-more-capable Web clients running on today’s browsers. In particular, WebSocket brings new opportunities for efficient peer-to-peer communication, providing the basis for a new generation of interactive and “live” Web applications. This session examines the efforts under way to support WebSocket in the Java programming model, from its base-level integration in the Java Servlet and Java EE containers to a new, easy-to-use API and toolset that are destined to become part of the standard Java platform. The full conference schedule is here: http://qconsf.com/sf2012/schedule/wednesday.jsp But wait, there’s more!  At the Oracle booth, we’ll also be covering: ·         Oracle ADF Mobile·         Oracle Developer Cloud Service·         Oracle ADF Essentials·         NetBeans Project Easel Lastly we’ll share the results of a short cloud survey at QConSF ater this week.  If you attended this year's Oracle OpenWorld and JavaOne conferences, it would be hard not to notice that Oracle is clearly "all-in" when it comes to the Cloud.  With Cloud computing being such a hot topic on many OTN members' minds, we'd like to know what you're doing in the cloud and invite you to take this short cloud survey.

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Gettings Terms asscoiated to a Specific list item

    - by Gino Abraham
    I had a fancy requirement where i had to get all tags associated to a document set in a document library. The normal tag could webpart was not working when i add it to the document set home page, so planned a custom webpart. Was checking in net to find a straight forward way to achieve this, but was not lucky enough to get something. Since i didnt get any samples in net, i looked into Microsoft.Sharerpoint.Portal.Webcontrols and found a solution.The socialdataframemanager control in 14Hive/Template/layouts/SocialDataFrame.aspx directed me to the solution. You can get the dll from ISAPI folder. Following Code snippet can get all Terms associated to the List Item given that you have list name and id for the list item. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.SharePoint; using Microsoft.Office.Server.SocialData; namespace TagChecker { class Program { static void Main(string[] args) { // Your site url string siteUrl = http://contoso; // List Name string listName = "DocumentLibrary1"; // List Item Id for which you want to get all terms int listItemId = 35; using (SPSite site = new SPSite(siteUrl)) { using(SPWeb web = site.OpenWeb()) { SPListItem listItem = web.Lists[listName].GetItemById(listItemId); string url = string.Empty; // Based on the list type the url would be formed. Code Sniffed from Micosoft dlls :) if (listItem.ParentList.BaseType == SPBaseType.DocumentLibrary) { url = listItem.Web.Url.TrimEnd(new char[] { '/' }) + "/" + listItem.Url.TrimStart(new char[] { '/' }); } else if (SPFileSystemObjectType.Folder == listItem.FileSystemObjectType) { url = listItem.Web.Url.TrimEnd(new char[] { '/' }) + "/" + listItem.Folder.Url.TrimStart(new char[] { '/' }); } else { url = listItem.Web.Url.TrimEnd(new char[] { '/' }) + "/" + listItem.ParentList.Forms[PAGETYPE.PAGE_DISPLAYFORM].Url.TrimStart(new char[] { '/' }) + "?ID=" + listItem.ID.ToString(); } SPServiceContext serviceContext = SPServiceContext.GetContext(site); Uri uri = new Uri(url); SocialTagManager mgr = new SocialTagManager(serviceContext); SocialTerm[] terms = mgr.GetTerms(uri); foreach (SocialTerm term in terms) { Console.WriteLine(term.Term.Labels[0].Value ); } } } Console.Read(); } } } Reference dlls added are Microsoft.Sharepoint , Microsoft.Sharepoint.Taxonomy, Microsoft.office.server, Microsoft.Office.Server.UserProfiles from ISAPI folder. This logic can be used to make a custom tag cloud webpart by taking code from OOB tag cloud, so taht you can have you webpart anywhere in the site and still get Tags added to a specifc libdary/List. Hope this helps some one.

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  • WebCenter Customer Spotlight: Regency Centers Corporation

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution SummaryRegency Centers Corporation, based in Jacksonville, FL, is a leading national owner, operator, and developer of grocery-anchored and community shopping centers. Regency grew rapidly over much of the last decade. To keep up with the monthly and yearly administrative processes required to manage thousands of tenants, including reconciling yearly pass-through expenses, the customer upgraded to Oracle’s JD Edwards EnterpriseOne Version 9.0 and deployed Oracle WebCenter Imaging, Process Management and Oracle BI Publisher, to streamline invoice processing and reporting. Using Oracle WebCenter Imaging - Regency accelerated and improved vendor invoice accuracy  which increases process integrity by identifying potential duplicate bills while enabling rapid approval of electronic invoice documents. Company Overview Regency Centers Corporation, based in Jacksonville, FL,  is a leading national owner, operator, and developer of grocery-anchored and community shopping centers. The company owns 367 centers, totaling nearly 50 million square feet, located in top markets throughout the United States. Founded in 1963 and operating as a fully integrated real estate company, Regency is a qualified real estate investment trust that is self-administered and self-managed, operating from 17 regional offices around the country.  Business Challenges Ensure continued support of vital business applications that drive the real estate developer’s key business processes, including property management and tenant payment processing Streamline year-end expense recognition and calculation, enabling faster tenant billing Move to a Web-based platform to deliver greater mobility and convenience to employees Minimize system customizations to reduce IT management costs and burden moving forward Solution DeployedRecency Centers Corporation worked with the  Oracle Partner ICS to upgrade to Oracle’s JD Edwards EnterpriseOne Version 9.0, migrating to a more user-friendly, Web-based platform and realizing numerous new efficiencies in property management and tenant payment processing. They accelerated and improved vendor invoice accuracy with Oracle WebCenter Imaging, which increases process integrity by identifying potential duplicate bills while enabling rapid approval of electronic invoice documents. Business Results Enabled faster and more accurate tenant billing for year-end expenses, accelerating collections of millions of dollars in revenue Gained full audit and drill-down capabilities that facilitate understanding various aspects of calculations for expense participation generation Increases process integrity by identifying potential duplicate bills while enabling rapid approval of electronic invoice documents Helped to ensure on-time payments to hundreds of vendors, including contractors and utilities "We have realized numerous efficiencies with Oracle’s JD Edwards EnterpriseOne 9.0, particularly around tenant billings. It accelerates our year-end expense reconciliation process and enables us to create and process billings more quickly.” James Chiang, Vice President of Real Estate Accounting Regency Centers Corporation Additional Information Regency Centers Corporation Customer Snapshot Oracle WebCenter Imaging JD Edwards EnterpriseOne Financials 9.0 JD Edwards EnterpriseOne Project Costing JD Edwards EnterpiseOne Real Estate Management Oracle Business Intelligence Publisher Oracle Essbase

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  • Mutable Records in F#

    - by MarkPearl
    I’m loving my expert F# book – today I thought I would give a post on using mutable records as covered in Chapter 4 of Expert F#. So as they explain the simplest mutable data structures in F# are mutable records. The whole concept of things by default being immutable is a new one for me from my C# background. Anyhow… lets look at some C# code first. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MutableRecords { public class DiscreteEventCounter { public int Total { get; set; } public int Positive { get; set; } public string Name { get; private set; } public DiscreteEventCounter(string name) { Name = name; } } class Program { private static void recordEvent(DiscreteEventCounter s, bool isPositive) { s.Total += 1; if (isPositive) s.Positive += 1; } private static void reportStatus (DiscreteEventCounter s) { Console.WriteLine("We have {0} {1} out of {2}", s.Positive, s.Name, s.Total); } static void Main(string[] args) { var longCounter = new DiscreteEventCounter("My Discrete Counter"); recordEvent(longCounter, true); recordEvent(longCounter, true); reportStatus(longCounter); Console.ReadLine(); } } } Quite simple, we have a class that has a few values. We instantiate an instance of the class and perform increments etc on the instance. Now lets look at an equivalent F# sample. namespace EncapsulationNS module Module1 = open System type DiscreteEventCounter = { mutable Total : int mutable Positive : int Name : string } let recordEvent (s: DiscreteEventCounter) isPositive = s.Total <- s.Total+1 if isPositive then s.Positive <- s.Positive+1 let reportStatus (s: DiscreteEventCounter) = printfn "We have %d %s out of %d" s.Positive s.Name s.Total let newCounter nm = { Total = 0; Positive = 0; Name = nm } // // Using it... // let longCounter = newCounter "My Discrete Counter" recordEvent longCounter (true) recordEvent longCounter (true) reportStatus longCounter System.Console.ReadLine() Notice in the type declaration of the DiscreteEventCounter we had to explicitly declare that the total and positive value holders were mutable. And that’s it – a very simple example of mutable types.

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Quickly Copy Movie Files to Individually Named Folders

    - by DigitalGeekery
    Some HTPC media manager applications require movie files to be in stored in separate folders to properly store information such as cover art images and other metadata. Here we look at copying movie files to individual folders. If you already have a large movie collection stored in a single folder, we’ll show you how to quickly move those files into their own individually named folders. File2Folder FIle2folder is a handy portable app that automatically creates and moves movie files into a folder of the same filename. There is no installation needed. Simply download and run the .exe file (link below). Enter the current movie directory, or browse for the folder. File2folder now supports both local and network shares. When you are ready to create the folders and move the files, click Move! You’ll see the move progress displayed in the window. When the process is finished, you’ll have all your movie file in individual folders.   Change your mind? Just click the Undo! button…   …and the move and folder creation process will be undone. If you would like to have the folder monitored for new files, click the Start button. File2folder will process any new files it discovers every 180 seconds. To turn it off, click Stop. This simple little program is a huge timesaver for those looking to organize movie collections for their HTPC. We should also note that this will work with any files, not just videos. Download file2folder Similar Articles Productive Geek Tips Hack: Turn Off Debug Mode in VMWare Workstation 6 BetaAdd Images and Metadata to Windows 7 Media Center Movie LibraryAdd Folders to the Movie Library in Windows 7 Media CenterAutomatically Mount and View ISO files in Windows 7 Media CenterMove the Public Folder in Windows Vista 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 HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar Backup Drivers With Driver Magician

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  • Java word scramble game [closed]

    - by Dan
    I'm working on code for a word scramble game in Java. I know the code itself is full of bugs right now, but my main focus is getting a vector of strings broken into two separate vectors containing hints and words. The text file that the strings are taken from has a colon separating them. So here is what I have so far. public WordApp() { inputRow = new TextInputBox(); inputRow.setLocation(200,100); phrases = new Vector <String>(FileUtilities.getStrings()); v_hints = new Vector<String>(); v_words = new Vector<String>(); textBox = new TextBox(200,100); textBox.setLocation(200,200); textBox.setText(scrambled + "\n\n Time Left: \t" + seconds/10 + "\n Score: \t" + score); hintBox = new TextBox(200,200); hintBox.setLocation(300,400); hintBox.hide(); Iterator <String> categorize = phrases.iterator(); while(categorize.hasNext()) { int index = phrases.indexOf(":"); String element = categorize.next(); v_words.add(element.substring(0,index)); v_hints.add(element.substring(index +1)); phrases.remove(index); System.out.print(index); } The FileUtilities file was given to us by the pofessor, here it is. import java.util.*; import java.io.*; public class FileUtilities { private static final String FILE_NAME = "javawords.txt"; //------------------ getStrings ------------------------- // // returns a Vector of Strings // Each string is of the form: word:hint // where word contains no spaces. // The words and hints are read from FILE_NAME // // public static Vector<String> getStrings ( ) { Vector<String> words = new Vector<String>(); File file = new File( FILE_NAME ); Scanner scanFile; try { scanFile = new Scanner( file); } catch ( IOException e) { System.err.println( "LineInput Error: " + e.getMessage() ); return null; } while ( scanFile.hasNextLine() ) { // read the word and follow it by a colon String s = scanFile.nextLine().trim().toUpperCase() + ":"; if( s.length()>1 && scanFile.hasNextLine() ) { // append the hint and add to collection s+= scanFile.nextLine().trim(); words.add(s); } } // shuffle Collections.shuffle(words); return words; } }

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  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • F# Project Euler Problem 1

    - by MarkPearl
    Every now and then I give project Euler a quick browse. Since I have been playing with F# I have found it a great way to learn the basics of the language. Today I thought I would give problem 1 an attempt… Problem 1 If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. The sum of these multiples is 23. Find the sum of all the multiples of 3 or 5 below 1000. My F# Solution I broke this problem into two functions… 1) be able to generate a collection of numbers that are multiples of a number but but are smaller than another number. let GenerateMultiplesOfXbelowY X Y = X |> Seq.unfold (fun i -> if (i<Y) then Some(i, i+X) else None) I then needed something that generated collections for multiples of 3 & 5 and then removed any duplicates. Once this was done I would need to sum these all together to get a result. I found the Seq object to be extremely useful to achieve this… let Multiples = Seq.append (GenerateMultiplesOfXbelowY 3 1000) (GenerateMultiplesOfXbelowY 5 1000) |> Seq.distinct |> Seq.fold(fun acc a -> acc + a) 0 |> Console.WriteLine |> Console.ReadLine My complete solution was … open System let GenerateMultiplesOfXbelowY X Y = X |> Seq.unfold (fun i -> if (i<Y) then Some(i, i+X) else None) let Multiples = Seq.append (GenerateMultiplesOfXbelowY 3 1000) (GenerateMultiplesOfXbelowY 5 1000) |> Seq.distinct |> Seq.fold(fun acc a -> acc + a) 0 |> Console.WriteLine |> Console.ReadLine   Which seemed to generate the correct result in a relatively short period of time although I am sure I will get some comments from the experts who know of some intrinsic method to achieve all of this in one method call.

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  • Top down space game control problem

    - by Phil
    As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that of FlatSpace 2 (awesome game). I can't figure out how to achieve this feeling with keyboard controls as opposed to mouse controls though. Any suggestions? I'm using Unity3d and C# or javaScript (unityScript or whatever is the correct term) works fine if you want to drop some code examples. Edit: Of course I should describe FlatSpace 2's control scheme, sorry. You hold the mouse button down and move the mouse in the direction you want the ship to move in. But it's not the controls I don't know how to do but rather the feeling of a mix of driving a car and flying an aircraft. It's really well made. Youtube link: FlatSpace2 on iPhone I'm not developing an iPhone game but the video shows the principle of the movement style. Edit 2 As there seems to be a slight interest, I'll post the version of the code I've used to continue. It works good enough. Sometimes good enough is sufficient! using UnityEngine; using System.Collections; public class ShipMovement : MonoBehaviour { public float directionModifier; float shipRotationAngle; public float shipRotationSpeed = 0; public double thrustModifier; public double accelerationModifier; public double shipBaseAcceleration = 0; public Vector2 directionVector; public Vector2 accelerationVector = new Vector2(0,0); public Vector2 frictionVector = new Vector2(0,0); public int shipFriction = 0; public Vector2 shipSpeedVector; public Vector2 shipPositionVector; public Vector2 speedCap = new Vector2(0,0); void Update() { directionModifier = -Input.GetAxis("Horizontal"); shipRotationAngle += ( shipRotationSpeed * directionModifier ) * Time.deltaTime; thrustModifier = Input.GetAxis("Vertical"); accelerationModifier = ( ( shipBaseAcceleration * thrustModifier ) ) * Time.deltaTime; directionVector = new Vector2( Mathf.Cos(shipRotationAngle ), Mathf.Sin(shipRotationAngle) ); //accelerationVector = Vector2(directionVector.x * System.Convert.ToDouble(accelerationModifier), directionVector.y * System.Convert.ToDouble(accelerationModifier)); accelerationVector.x = directionVector.x * (float)accelerationModifier; accelerationVector.y = directionVector.y * (float)accelerationModifier; // Set friction based on how "floaty" controls you want shipSpeedVector.x *= 0.9f; //Use a variable here shipSpeedVector.y *= 0.9f; //<-- as well shipSpeedVector += accelerationVector; shipPositionVector += shipSpeedVector; gameObject.transform.position = new Vector3(shipPositionVector.x, 0, shipPositionVector.y); } }

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  • Nails vs Screws (C# List vs Dictionary)

    - by MarkPearl
    General This may sound like a typical noob statement, but I’m finding out in a very real way that just because you have a solution to a problem, doesn’t necessarily mean it is the best solution. This was reiterated to me when a friend of mine suggested I look at using Dictionaries instead of Lists for a particular problem – he was right, I have always just assumed that because lists solved my problem I did not need to look elsewhere. So my new manifesto to counter this ageless problem is as follows… Look for a solution that will logically work Once you have a solution look for possible alternatives Decide why your current solution is the best approach compared to the alternatives If it is.. use it till something better comes along, if it isnt…. change What’s the difference between Lists & Dictionaries Both lists and dictionaries are used to store collections of data. Assume we had the following declarations… var dic = new Dictionary<string, long>(); var lst = new List<long>(); long data;   With a list, you simply add the item to the list and it will add the item to the end of the list. lst.Add(data); With a dictionary, you need to specify some sort of key and the data you want to add so that it can be uniquely identified. dic.Add(uniquekey, data);   Because with a dictionary you now have unique identifier, in the background they provide all sort’s of optimized algorithms to find your associated data. What this means is that if you are wanting to access your data it is a lot faster than a List. So when is it appropriate to use either class? For me, if I can guarantee that each item in my collection will have a unique identifier, then I will use Dictionaries instead of Lists as there is a considerable performance benefit when accessing each data item. If I cannot make this sort of guarantee, then by default I will use a list. I know this is all really basic, and I hope I haven’t missed some fundamental principle… If anyone would like to add their 2 cents, please feel free to do so…

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