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  • Updating the jump in game

    - by Luka Tiger
    I am making a Java game and I want my game to run the same on any FPS so I'm using time delta between each update. This is the update method of the Player: public void update(long timeDelta) { //speed is the movement speed of a player on X axis //timeDelta is expressed in nano seconds so I'm dividing it with 1000000000 to express it in seconds if (Input.keyDown(37)) this.velocityX -= speed * (timeDelta / 1000000000.0); if (Input.keyDown(39)) this.velocityX += speed * (timeDelta / 1000000000.0); if(Input.keyPressed(38)) { this.velocityY -= 6; } velocityY += g * (timeDelta/1000000000.0); //applying gravity move(velocityX, velocityY); /*this is method which moves a player according to velocityX and velocityY, and checking the collision */ this.velocityX = 0.0; } The strange thing is that when I have unlimited FPS (and update number) my player is jumping about 10 blocks. It jumps even higher when the FPS is increasing. If I limit FPS it is jumping 4 blocks. (BLOCK: 32x32) I have just realized that the problem is this: if(Input.keyPressed(38)) { this.velocityY -= 6; } I add -6 to velocityY which increases player's Y proportionally to the update number and not to the time. But I don't know how to fix this.

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Dynamic quadrees

    - by paul424
    recently I come out writing Quadtree for creatures culling in Opendungeons game. Thing is those are moving points and bounding hierarchy will quickly get lost if the quadtree is not rebuild very often. I have several variants, first is to upgrade the leaf position , every time creature move is requested. ( note if I would need collision detection anyway, so this might be necessery anyway). Second would be making leafs enough large , that the creature would sure stay inside it's bounding box ( due to its speed limit). The partition of a plane in quadtree is always fixed ( modulo the hierarchical unions of some parts) . For creatures close to the center of the plane , there would be no way of keeping it but inside one big leaf, besides this brokes the invariant that each point can be put into any small area as desired. So on the second thought could I use several quadrees ? Each would have its "coordinate axis XY" somwhere shifted ? Before I start playing with this maybe some other space diving structure would suit me better, unfortunetly wiki does not compare it's execution time : http://en.wikipedia.org/wiki/Grid_%28spatial_index%29#See_also

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Quadcopters Play Catch [Video]

    - by Jason Fitzpatrick
    Working like a group of hive-minded bees, these quadcopters come off as almost playful with their ball throwing antics. Courtesy of the folks at the Swiss Federal Institute of Technology in Zurich’s Institute for Dynamic Systems and Control, we’re treated to a video of three quadcopters playing catch in the research facility’s Flying Machine Area. They explain the processes demonstrated in the video: This video shows three quadrocopters cooperatively tossing and catching a ball with the aid of an elastic net. To toss the ball, the quadrocopters accelerate rapidly outward to stretch the net tight between them and launch the ball up. Notice in the video that the quadrocopters are then pulled forcefully inward by the tension in the elastic net, and must rapidly stabilize in order to avoid a collision. Once recovered, the quadrotors cooperatively position the net below the ball in order to catch it. Because they are coupled to each other by the net, the quadrocopters experience complex forces that push the vehicles to the limits of their dynamic capabilities. To exploit the full potential of the vehicles under these circumstances requires several novel algorithms, including: HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • Java Program help [migrated]

    - by georgetheevilman
    Okay I have a really annoying error. Its coming from my retainAll method. The problem is that I am outputting 1,3,5 in ints at the end, but I need 1,3,5,7,9. Here is the code below for the MySet and driver classes public class MySetTester { public static void main(String[]args) { MySet<String> strings = new MySet<String>(); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Listen!"); strings.add("Listen!"); strings.add("Sorry, I couldn't resist."); strings.add("Sorry, I couldn't resist."); strings.add("(you know you would if you could)"); System.out.println("Testing add:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 4, contains(Sorry): true\n"); MySet<String> moreStrings = new MySet<String>(); moreStrings.add("Sorry, I couldn't resist."); moreStrings.add("(you know you would if you could)"); strings.removeAll(moreStrings); System.out.println("Testing remove and removeAll:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 2, contains(Sorry): false\n"); MySet<Integer> ints = new MySet<Integer>(); for (int i = 0; i < 100; i++) { ints.add(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 100\n"); for (int i = 0; i < 100; i += 2) { ints.remove(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 50\n"); MySet<Integer> zeroThroughNine = new MySet<Integer>(); for (int i = 0; i < 10; i++) { zeroThroughNine.add(i); } ints.retainAll(zeroThroughNine); System.out.println("ints should now only retain odd numbers" + " 0 through 10\n"); System.out.println("Testing your iterator:\n"); for (Integer i : ints) { System.out.println(i); } System.out.println("\nExpected: \n\n1 \n3 \n5 \n7 \n9\n"); System.out.println("Yours:"); for (String s : strings) { System.out.println(s); } System.out.println("\nExpected: \nHey! \nListen!"); strings.clear(); System.out.println("\nClearing your set...\n"); System.out.println("Your set is empty: " + strings.isEmpty()); System.out.println("Exp. set is empty: true"); } } And here is the main code. But still read the top part because that's where my examples are. import java.util.Set; import java.util.Collection; import java.lang.Iterable; import java.util.Iterator; import java.util.Arrays; import java.lang.reflect.Array; public class MySet implements Set, Iterable { // instance variables - replace the example below with your own private E[] backingArray; private int numElements; /** * Constructor for objects of class MySet */ public MySet() { backingArray=(E[]) new Object[5]; numElements=0; } public boolean add(E e){ for(Object elem:backingArray){ if (elem==null ? e==null : elem.equals(e)){ return false; } } if(numElements==backingArray.length){ E[] newArray=Arrays.copyOf(backingArray,backingArray.length*2); newArray[numElements]=e; numElements=numElements+1; backingArray=newArray; return true; } else{ backingArray[numElements]=e; numElements=numElements+1; return true; } } public boolean addAll(Collection<? extends E> c){ for(E elem:c){ this.add(elem); } return true; } public void clear(){ E[] newArray=(E[])new Object[backingArray.length]; numElements=0; backingArray=newArray; } public boolean equals(Object o){ if(o instanceof Set &&(((Set)o).size()==numElements)){ for(E elem:(Set<E>)o){ if (this.contains(o)==false){ return false; } return true; } } return false; } public boolean contains(Object o){ for(E backingElem:backingArray){ if (o!=null && o.equals(backingElem)){ return true; } } return false; } public boolean containsAll(Collection<?> c){ for(E elem:(Set<E>)c){ if(!(this.contains(elem))){ return false; } } return true; } public int hashCode(){ int sum=0; for(E elem:backingArray){ if(elem!=null){ sum=sum+elem.hashCode(); } } return sum; } public boolean isEmpty(){ if(numElements==0){ return true; } else{ return false; } } public boolean remove(Object o){ int i=0; for(Object elem:backingArray){ if(o!=null && o.equals(elem)){ backingArray[i]=null; numElements=numElements-1; E[] newArray=Arrays.copyOf(backingArray,backingArray.length-1); return true; } i=i+1; } return false; } public boolean removeAll(Collection<?> c){ for(Object elem:c){ this.remove(elem); } return true; } public boolean retainAll(Collection<?> c){ MySet<E> removalArray=new MySet<E>(); for(E arrayElem:backingArray){ if(arrayElem!= null && !(c.contains(arrayElem))){ this.remove(arrayElem); } } return false; } public int size(){ return numElements; } public <T> T[] toArray(T[] a) throws ArrayStoreException,NullPointerException{ for(int i=0;i<numElements;i++){ a[i]=(T)backingArray[i]; } for(int j=numElements;j<a.length;j++){ a[j]=null; } return a; } public Object[] toArray(){ Object[] newArray=new Object[numElements]; for(int i=0;i<numElements;i++){ newArray[i]=backingArray[i]; } return newArray; } public Iterator<E> iterator(){ setIterator iterator=new setIterator(); return iterator; } private class setIterator implements Iterator<E>{ private int currIndex; private E lastElement; public setIterator(){ currIndex=0; lastElement=null; } public boolean hasNext(){ while(currIndex<=numElements && backingArray[currIndex]==null){ currIndex=currIndex+1; } if (currIndex<=numElements){ return true; } return false; } public E next(){ E element=backingArray[currIndex]; currIndex=currIndex+1; lastElement=element; return element; } public void remove() throws UnsupportedOperationException,IllegalStateException{ if(lastElement!=null){ MySet.this.remove((Object)lastElement); numElements=numElements-1; } else{ throw new IllegalStateException(); } } } } I've been able to reduce the problems, but otherwise this thing is still causing problems.

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • PHP Pear Installation on CentOS

    - by Prabhakar
    [root@ip ~]# yum install php-pear* Reducing CentOS-5 Testing to included packages only Finished Setting up Install Process Package 1:php-pear-1.8.1-2.el5.centos.noarch already installed and latest versio n Package php-pear-XML-Util is obsoleted by php-pear, trying to install 1:php-pear -1.8.1-2.el5.centos.noarch instead Package 1:php-pear-1.8.1-2.el5.centos.noarch already installed and latest versio n Package php-pear-DB is obsoleted by php-pear-db, trying to install php-pear-db-1 .7.13-2.el5.rf.noarch instead Resolving Dependencies --> Running transaction check ---> Package php-pear-Auth-RADIUS.noarch 0:1.0.6-1.el5 set to be updated --> Processing Dependency: php-pecl(radius) >= 1.2.5 for package: php-pear-Auth- RADIUS --> Processing Dependency: php-mcrypt for package: php-pear-Auth-RADIUS ---> Package php-pear-Auth-SASL.noarch 0:1.0.4-1.el5 set to be updated ---> Package php-pear-Benchmark.noarch 0:1.2.7-1.el5 set to be updated ---> Package php-pear-CAS.noarch 0:1.1.3-1.el5 set to be updated --> Processing Dependency: php-domxml-php4-php5 for package: php-pear-CAS ---> Package php-pear-Cache-Lite.noarch 0:1.7.5-1.el5 set to be updated ---> Package php-pear-CodeGen.noarch 0:1.0.7-3.el5 set to be updated ---> Package php-pear-CodeGen-PECL.noarch 0:1.1.3-3.el5 set to be updated ---> Package php-pear-Console-CommandLine.noarch 0:1.1.3-3.el5 set to be updated ---> Package php-pear-Console-Getargs.noarch 0:1.3.5-1.el5 set to be updated ---> Package php-pear-Console-ProgressBar.noarch 0:0.5.2-0.2.beta.el5 set to be updated ---> Package php-pear-Console-Table.noarch 0:1.1.1-1.el5 set to be updated ---> Package php-pear-Crypt-Blowfish.noarch 0:1.0.1-1.el5 set to be updated ---> Package php-pear-Crypt-CHAP.noarch 0:1.0.2-1.el5 set to be updated ---> Package php-pear-DB-DataObject.noarch 0:1.8.12-1.el5 set to be updated ---> Package php-pear-DB-DataObject-FormBuilder.noarch 0:1.0.0-1.el5 set to be u pdated ---> Package php-pear-DB-QueryTool.noarch 0:1.1.2-1.el5 set to be updated ---> Package php-pear-Date.noarch 0:1.4.7-2.el5.centos set to be updated ---> Package php-pear-Date-Holidays.noarch 0:0.21.4-1.el5 set to be updated ---> Package php-pear-Date-Holidays-USA.noarch 0:0.1.1-1.el5 set to be updated ---> Package php-pear-Event-Dispatcher.noarch 0:1.1.0-1.el5 set to be updated ---> Package php-pear-File.noarch 0:1.2.2-1.el5.centos set to be updated ---> Package php-pear-File-Find.noarch 0:1.3.0-1.el5 set to be updated ---> Package php-pear-File-Passwd.noarch 0:1.1.7-1.el5 set to be updated ---> Package php-pear-File-SMBPasswd.noarch 0:1.0.3-1.el5 set to be updated ---> Package php-pear-HTML-Common.noarch 0:1.2.5-1.el5 set to be updated ---> Package php-pear-HTML-QuickForm.noarch 0:3.2.12-1.el5 set to be updated ---> Package php-pear-HTML-QuickForm-ElementGrid.noarch 0:0.1.1-1.el5 set to be updated ---> Package php-pear-HTML-QuickForm-advmultiselect.noarch 0:1.4.1-1.el5 set to be updated ---> Package php-pear-HTML-Table.noarch 0:1.7.5-1.el5 set to be updated ---> Package php-pear-HTML-Template-IT.noarch 0:1.3.0-2.el5 set to be updated ---> Package php-pear-HTML_Template_PHPLIB.noarch 0:1.4.0-2.el5 set to be update d ---> Package php-pear-HTTP.noarch 0:1.4.0-7.el5 set to be updated ---> Package php-pear-HTTP-Client.noarch 0:1.1.1-1.el5 set to be updated ---> Package php-pear-HTTP-Request.noarch 0:1.4.4-1.el5 set to be updated ---> Package php-pear-HTTP-Upload.noarch 0:0.9.1-2.el5 set to be updated ---> Package php-pear-Image-Canvas.noarch 0:0.3.1-1.el5 set to be updated ---> Package php-pear-Image-Color.noarch 0:1.0.3-1.el5 set to be updated ---> Package php-pear-Image-Graph.noarch 0:0.8.0-1.el5 set to be updated ---> Package php-pear-Image-GraphViz.noarch 0:1.2.1-4.el5 set to be updated --> Processing Dependency: graphviz for package: php-pear-Image-GraphViz ---> Package php-pear-Log.noarch 0:1.12.7-1.el5 set to be updated ---> Package php-pear-MDB2.noarch 0:2.4.1-2.el5.centos set to be updated ---> Package php-pear-MDB2-Driver-mysql.noarch 0:1.4.1-3.el5.centos set to be up dated ---> Package php-pear-MDB2-Driver-pgsql.noarch 0:1.4.1-1.el5 set to be updated ---> Package php-pear-MDB2-Schema.noarch 0:0.8.0-2.el5 set to be updated ---> Package php-pear-Mail.noarch 0:1.1.14-5.el5.1 set to be updated ---> Package php-pear-Mail-Mime.noarch 0:1.4.0-1.el5.centos set to be updated ---> Package php-pear-Math-Stats.noarch 0:0.9.0-0.1.beta3.el5 set to be updated ---> Package php-pear-Net-Curl.noarch 0:1.2.5-1.el5 set to be updated ---> Package php-pear-Net-DIME.noarch 0:1.0.1-1.el5 set to be updated ---> Package php-pear-Net-FTP.noarch 0:1.3.4-1.el5 set to be updated ---> Package php-pear-Net-POP3.noarch 0:1.3.7-1.el5 set to be updated ---> Package php-pear-Net-Ping.noarch 0:2.4.5-1.el5 set to be updated ---> Package php-pear-Net-SMTP.noarch 0:1.4.4-1.el5 set to be updated ---> Package php-pear-Net-Sieve.noarch 0:1.3.2-1.el5 set to be updated ---> Package php-pear-Net-Socket.noarch 0:1.0.10-1.el5 set to be updated ---> Package php-pear-Net-Traceroute.noarch 0:0.21.3-1.el5 set to be updated ---> Package php-pear-Net-URL.noarch 0:1.0.15-1.el5.centos set to be updated ---> Package php-pear-Net-URL-Mapper.noarch 0:0.9.0-2.el5.1 set to be updated ---> Package php-pear-Net-URL2.noarch 0:0.3.0-1.el5 set to be updated ---> Package php-pear-Net-UserAgent-Detect.noarch 0:2.5.2-1.el5 set to be update d ---> Package php-pear-Numbers-Roman.noarch 0:1.0.2-2.el5 set to be updated ---> Package php-pear-Numbers-Words.noarch 0:0.16.1-1.el5 set to be updated ---> Package php-pear-OLE.noarch 0:1.0.0-0.4.rc1.el5 set to be updated ---> Package php-pear-PHP-CodeSniffer.noarch 0:1.2.2-1.el5 set to be updated ---> Package php-pear-PHP-Compat.noarch 0:1.5.0-1.el5 set to be updated ---> Package php-pear-PHP-CompatInfo.noarch 0:1.4.3-1.el5 set to be updated ---> Package php-pear-PHPUnit.noarch 0:3.3.5-2.el5 set to be updated --> Processing Dependency: php-pecl(Xdebug) >= 2.0.0 for package: php-pear-PHPUn it --> Processing Dependency: php-channel(pear.phpunit.de) for package: php-pear-PH PUnit ---> Package php-pear-Pager.noarch 0:2.4.8-1.el5 set to be updated ---> Package php-pear-Payment-Process.noarch 0:0.6.6-1.el5 set to be updated ---> Package php-pear-Phlickr.noarch 0:0.2.7-2.el5 set to be updated ---> Package php-pear-PhpDocumentor.noarch 0:1.4.3-1.el5 set to be updated --> Processing Dependency: php-Smarty >= 2.6.0 for package: php-pear-PhpDocument or ---> Package php-pear-PhpDocumentor-docs.noarch 0:1.4.3-1.el5 set to be updated ---> Package php-pear-SOAP.noarch 0:0.11.0-2.el5 set to be updated ---> Package php-pear-Spreadsheet-Excel-Writer.noarch 0:0.9.2-2.el5 set to be up dated ---> Package php-pear-Structures-DataGrid.noarch 0:0.8.3-1.el5 set to be updated ---> Package php-pear-Structures-DataGrid-DataSource-Array.noarch 0:0.1.3-1.el5 set to be updated ---> Package php-pear-Structures-DataGrid-DataSource-DataObject.noarch 0:0.1.2-1 .el5 set to be updated ---> Package php-pear-Structures-DataGrid-DataSource-MDB2.noarch 0:0.1.10-1.el5 set to be updated ---> Package php-pear-Structures-DataGrid-DataSource-RSS.noarch 0:0.1.1-1.el5 se t to be updated ---> Package php-pear-Structures-DataGrid-Renderer-Pager.noarch 0:0.1.2-1.el5 se t to be updated ---> Package php-pear-Text-Diff.noarch 0:1.1.0-1.el5 set to be updated ---> Package php-pear-Validate.noarch 0:0.8.3-1.el5 set to be updated ---> Package php-pear-Validate-Finance-CreditCard.noarch 0:0.5.2-1.el5 set to be updated ---> Package php-pear-Var-Dump.noarch 0:1.0.3-2.el5 set to be updated ---> Package php-pear-XML-Beautifier.noarch 0:1.1-3.el5 set to be updated ---> Package php-pear-XML-Parser.noarch 0:1.2.8-1.el5 set to be updated ---> Package php-pear-XML-RSS.noarch 0:1.0.0-1.el5 set to be updated ---> Package php-pear-XML-Serializer.noarch 0:0.20.0-1.el5 set to be updated ---> Package php-pear-date.noarch 0:1.4.6-1.el5.rf set to be updated ---> Package php-pear-db.noarch 0:1.7.13-2.el5.rf set to be updated ---> Package php-pear-excel.noarch 0:0.9.0-1.el5.rf set to be updated ---> Package php-pear-file.noarch 0:1.2.2-1.el5.rf set to be updated ---> Package php-pear-log.noarch 0:1.9.3-1.el5.rf set to be updated ---> Package php-pear-mail_mime.noarch 0:1.3.1-1.el5.rf set to be updated ---> Package php-pear-ole.noarch 0:0.5-2.el5.rf set to be updated --> Running transaction check ---> Package graphviz.i386 0:2.22.0-4.el5.rf set to be updated ---> Package php-Smarty.noarch 0:2.6.26-1.el5 set to be updated ---> Package php-channel-phpunit.noarch 0:1.0-2.el5 set to be updated ---> Package php-domxml-php4-php5.noarch 0:1.21.2-1.el5 set to be updated ---> Package php-mcrypt.i386 0:5.2.9-2.el5.centos.3 set to be updated --> Processing Dependency: php-api = 20041225 for package: php-mcrypt ---> Package php-pecl-radius.i386 0:1.2.5-4.el5 set to be updated --> Processing Dependency: php-api = 20041225 for package: php-pecl-radius ---> Package php-pecl-xdebug.i386 0:2.0.5-1.el5.1 set to be updated --> Processing Dependency: php-api = 20041225 for package: php-pecl-xdebug --> Finished Dependency Resolution php-pecl-xdebug-2.0.5-1.el5.1.i386 from epel has depsolving problems --> Missing Dependency: php-api = 20041225 is needed by package php-pecl-xdebu g-2.0.5-1.el5.1.i386 (epel) php-pecl-radius-1.2.5-4.el5.i386 from epel has depsolving problems --> Missing Dependency: php-api = 20041225 is needed by package php-pecl-radiu s-1.2.5-4.el5.i386 (epel) php-mcrypt-5.2.9-2.el5.centos.3.i386 from c5-testing has depsolving problems --> Missing Dependency: php-api = 20041225 is needed by package php-mcrypt-5.2 .9-2.el5.centos.3.i386 (c5-testing) Error: Missing Dependency: php-api = 20041225 is needed by package php-pecl-radi us-1.2.5-4.el5.i386 (epel) Error: Missing Dependency: php-api = 20041225 is needed by package php-mcrypt-5. 2.9-2.el5.centos.3.i386 (c5-testing) Error: Missing Dependency: php-api = 20041225 is needed by package php-pecl-xdeb ug-2.0.5-1.el5.1.i386 (epel) You could try using --skip-broken to work around the problem You could try running: package-cleanup --problems package-cleanup --dupes rpm -Va --nofiles --nodigest The program package-cleanup is found in the yum-utils package.

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  • June 26th Links: ASP.NET, ASP.NET MVC, .NET and NuGet

    - by ScottGu
    Here is the latest in my link-listing series.  Also check out my Best of 2010 Summary for links to 100+ other posts I’ve done in the last year. [I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] ASP.NET Introducing new ASP.NET Universal Providers: Great post from Scott Hanselman on the new System.Web.Providers we are working on.  This release delivers new ASP.NET Membership, Role Management, Session, Profile providers that work with SQL Server, SQL CE and SQL Azure. CSS Sprites and the ASP.NET Sprite and Image Optimization Library: Great post from Scott Mitchell that talks about a free library for ASP.NET that you can use to optimize your CSS and images to reduce HTTP requests and speed up your site. Better HTML5 Support for the VS 2010 Editor: Another great post from Scott Hanselman on an update several people on my team did that enables richer HTML5 editing support within Visual Studio 2010. Install the Ajax Control Toolkit from NuGet: Nice post by Stephen Walther on how you can now use NuGet to install the Ajax Control Toolkit within your applications.  This makes it much easier to reference and use. May 2011 Release of the Ajax Control Toolkit: Another great post from Stephen Walther that talks about the May release of the Ajax Control Toolkit. It includes a bunch of nice enhancements and fixes. SassAndCoffee 0.9 Released: Paul Betts blogs about the latest release of his SassAndCoffee extension (available via NuGet). It enables you to easily use Sass and Coffeescript within your ASP.NET applications (both MVC and Webforms). ASP.NET MVC ASP.NET MVC Mini-Profiler: The folks at StackOverflow.com (a great site built with ASP.NET MVC) have released a nice (free) profiler they’ve built that enables you to easily profile your ASP.NET MVC 3 sites and tune them for performance.  Globalization, Internationalization and Localization in ASP.NET MVC 3: Great post from Scott Hanselman on how to enable internationalization, globalization and localization support within your ASP.NET MVC 3 and jQuery solutions. Precompile your MVC Razor Views: Great post from David Ebbo that discusses a new Razor Generator tool that enables you to pre-compile your razor view templates as assemblies – which enables a bunch of cool scenarios. Unit Testing Razor Views: Nice post from David Ebbo that shows how to use his new Razor Generator to enable unit testing of razor view templates with ASP.NET MVC. Bin Deploying ASP.NET MVC 3: Nice post by Phil Haack that covers a cool feature added to VS 2010 SP1 that makes it really easy to \bin deploy ASP.NET MVC and Razor within your application. This enables you to easily deploy the app to servers that don’t have ASP.NET MVC 3 installed. .NET Table Splitting with EF 4.1 Code First: Great post from Morteza Manavi that discusses how to split up a single database table across multiple EF entity classes.  This shows off some of the power behind EF 4.1 and is very useful when working with legacy database schemas. Choosing the Right Collection Class: Nice post from James Michael Hare that talks about the different collection class options available within .NET.  A nice overview for people who haven’t looked at all of the support now built into the framework. Little Wonders: Empty(), DefaultIfEmpty() and Count() helper methods: Another in James Michael Hare’s excellent series on .NET/C# “Little Wonders”.  This post covers some of the great helper methods now built-into .NET that make coding even easier. NuGet NuGet 1.4 Released: Learn all about the latest release of NuGet – which includes a bunch of cool new capabilities.  It takes only seconds to update to it – go for it! NuGet in Depth: Nice presentation from Scott Hanselman all about NuGet and some of the investments we are making to enable a better open source ecosystem within .NET. NuGet for the Enterprise – NuGet in a Continuous Integration Automated Build System: Great post from Scott Hanselman on how to integrate NuGet within enterprise build environments and enable it with CI solutions. Hope this helps, Scott

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  • ActionResult types in MVC2

    - by rajbk
    In ASP.NET MVC, incoming browser requests gets mapped to a controller action method. The action method returns a type of ActionResult in response to the browser request. A basic example is shown below: public class HomeController : Controller { public ActionResult Index() { return View(); } } Here we have an action method called Index that returns an ActionResult. Inside the method we call the View() method on the base Controller. The View() method, as you will see shortly, is a method that returns a ViewResult. The ActionResult class is the base class for different controller results. The following diagram shows the types derived from the ActionResult type. ASP.NET has a description of these methods ContentResult – Represents a text result. EmptyResult – Represents no result. FileContentResult – Represents a downloadable file (with the binary content). FilePathResult – Represents a downloadable file (with a path). FileStreamResult – Represents a downloadable file (with a file stream). JavaScriptResult – Represents a JavaScript script. JsonResult – Represents a JavaScript Object Notation result that can be used in an AJAX application. PartialViewResult – Represents HTML and markup rendered by a partial view. RedirectResult – Represents a redirection to a new URL. RedirectToRouteResult – Represents a result that performs a redirection by using the specified route values dictionary. ViewResult – Represents HTML and markup rendered by a view. To return the types shown above, you call methods that are available in the Controller base class. A list of these methods are shown below.   Methods without an ActionResult return type The MVC framework will translate action methods that do not return an ActionResult into one. Consider the HomeController below which has methods that do not return any ActionResult types. The methods defined return an int, object and void respectfully. public class HomeController : Controller { public int Add(int x, int y) { return x + y; }   public Employee GetEmployee() { return new Employee(); }   public void DoNothing() { } } When a request comes in, the Controller class hands internally uses a ControllerActionInvoker class which inspects the action parameters and invokes the correct action method. The CreateActionResult method in the ControllerActionInvoker class is used to return an ActionResult. This method is shown below. If the result of the action method is null, an EmptyResult instance is returned. If the result is not of type ActionResult, the result is converted to a string and returned as a ContentResult. protected virtual ActionResult CreateActionResult(ControllerContext controllerContext, ActionDescriptor actionDescriptor, object actionReturnValue) { if (actionReturnValue == null) { return new EmptyResult(); }   ActionResult actionResult = (actionReturnValue as ActionResult) ?? new ContentResult { Content = Convert.ToString(actionReturnValue, CultureInfo.InvariantCulture) }; return actionResult; }   In the HomeController class above, the DoNothing method will return an instance of the EmptyResult() Renders an empty webpage the GetEmployee() method will return a ContentResult which contains a string that represents the current object Renders the text “MyNameSpace.Controllers.Employee” without quotes. the Add method for a request of /home/add?x=3&y=5 returns a ContentResult Renders the text “8” without quotes. Unit Testing The nice thing about the ActionResult types is in unit testing the controller. We can, without starting a web server, create an instance of the Controller, call the methods and verify that the type returned is the expected ActionResult type. We can then inspect the returned type properties and confirm that it contains the expected values. Enjoy! Sulley: Hey, Mike, this might sound crazy but I don't think that kid's dangerous. Mike: Really? Well, in that case, let's keep it. I always wanted a pet that could kill me.

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  • Microsoft silverlight 5.0 features for developers

    - by Jalpesh P. Vadgama
    Recently on Silverlight 5.0 firestarter event ScottGu has announced road map for Silverlight 5.0. There will be lots of features that will be there in silverlight 5.0 but here are few glimpses of Silverlight 5.0 Features. Improved Data binding support and Better support for MVVM: One of the greatest strength of Silverlight is its data binding. Microsoft is going to enhanced data binding by providing more ability to debug it. Developer will able to debug the binding expression and other stuff in Siverlight 5.0. Its also going to provide Ancestor Relative source binding which will allow property to bind with container control. MVVM pattern support will also be enhanced. Performance and Speed Enhancement: Now silverlight 5.0 will have support for 64bit browser support. So now you can use that silverlight application on 64 bit platform also. There is no need to take extra care for it.It will also have faster startup time and greater support for hardware acceleration. It will also provide end to end support for hard acceleration features of IE 9. More support for Out Of Browser Application: With Siverlight 4.0 Microsoft has announced new features called out of browser application and it has amazed lots of developer because now possibilities are unlimited with it. Now in silverlight 5.0 Out Of Browser application will have ability to Create Manage child windows just like windows forms or WPF Application. So you can fill power of desktop application with your out of browser application. Testing Support with Visual Studio 2010: Microsoft is going to add automated UI Testing support with Visual Studio 2010 with silverlight 5.0. So now we can test UI of Silverlight much faster. Better Support for RIA Services: RIA Services allows us to create N-tier application with silverlight via creating proxy classes on client and server both side. Now it will more features like complex type support, Custom type support for MVVM(Model View View Model) pattern. WCF Enhancements: There are lots of enhancement with WCF but key enhancement will WSTrust support. Text and Printing Support: Silverlight 5.0 will support vector base graphics. It will also support multicolumn text flow and linked text containers. It will full open type support,Postscript vector enhancement. Improved Power Enhancement: This will prevent screensaver from activating while you are watching videos on silverlight. Silverlight 5.0 is going add that smartness so it can determine while you are going to watch video and while you are not going watch videos. Better support for graphics: Silverlight 5.0 will provide in-depth support for 3D API. Now 3D rendering support is more enhancement in silverlight and 3D graphics can be rendered easily. You can find more details on following links and also don’t forgot to view silverlight firestarter keynot video of scottgu. http://www.silverlight.net/news/events/firestarter-labs/ http://blogs.msdn.com/b/katriend/archive/2010/12/06/silverlight-5-features-firestarter-keynote-and-sessions-resources.aspx http://weblogs.asp.net/scottgu/archive/2010/12/02/announcing-silverlight-5.aspx http://www.silverlight.net/news/events/firestarter/ http://www.microsoft.com/silverlight/future/ Hope this will help you. Stay tuned!!!.

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  • Visual Studio &amp; TFS &ndash; List of addins, extensions, patches and hotfixes &ndash; Latest and Greatest

    - by terje
    This post is a list of the addins and extensions we (I ) recommend for use in Inmeta.  It’s coming up all the time – what to install, where are the download sites, etc etc, and thus I thought it better to post it here and keep it updated. The basics are Visual Studio 2010 connected to a Team Foundation Server 2010.  The edition of Visual Studio I use is the Ultimate Edition, but as many stay with the Premium Edition I’ve marked the extensions which only works with the Ultimate with a . I’ve also split the group into Recommended (which means Required) and Optional (which means Recommended) and Nice to Have (which means Optional) .   The focus is to get a setup which can be used for a complete coding experience for the whole ALM process.  The Code Gallery is found either through the Tools/Extension Manager menu in Visual Studio or through this link. The ones to really download is the Recommended category.  Then consider the Optional based on your needs.  The list of course reflects what I use for my work , so it is by no means complete, and for some of the tools there are equally useful alternatives.  The components directly associated with Visual Studio from Microsoft should be common, see the Microsoft column.     Product Available on Code Gallery Latest Version License Rec/Opt/N2H Applicable to Microsoft TFS Power Tools Sept 2010 Complete setup msi on link, split into parts on CG Sept 2010 Free Recommended TFS integration Yes Productivity Power Tools Yes 10.0.11019.3 Free Recommended Coding Yes Code Contracts No 1.4.30903 Free Recommended Coding & Quality Yes Code Contracts Editor Extensions Yes 1.4.30903 Free Recommended Coding & Quality Yes VSCommands Yes 3.6.4.1 Lite version Free (Good enough) Nice to have Coding No Power Commands Yes 1.0.2.3 Free Recommended Coding Yes FeaturePack 2   No.  MSDN Subscriber download under Visual Studio 2010 FP2 Part of MSDN Subscription Recommended Modeling & Testing Yes ReSharper No (Trial only) 5.1.1 Licensed Recommended Coding & Quality No dotTrace No 4.0.1 Licensed Optional Quality No NDepends No (Trial only) Licensed Optional Quality No tangible T4 editor Yes 1.950 Lite version Free (Good enough) Optional Coding (T4 templates) No Reflector No (Trial of Pro version only) 6.5 Lite version Free (Good enough) Recommended Coding/Investigation No LinqPad No 4.26.2 Licensed Nice to have Coding No Beyond Compare No 3.1.11 Licensed Recommended Coding/Investigation No Pex and Moles No (Moles available alone on CG) . Complete on MSDN Subscriber download under Visual Studio 2010 0.94.51023 Part of MSDN Subscription Optional Coding & Unit Testing Yes ApexSQL No Licensed Nice to have SQL No                 Some important Patches, upgrades and fixes Product Date Information Rec/Opt Applicable to Scrolling context menu KB2345133 and KB2413613 October 2010 Here Recommended Visual Studio MTM Patch October 2010 Here and here  KB2387011 Recommended (if you use MTM) MTM Data warehouse fix June 2010 Iteration dates fails with SQL 2008 R2.  KB2222312. Affects Burndown chart in Agile workbook Only for SQL 2008 R2 Server Upgrade 2008 to 2010 issue and hotfix August 2010 Fixes problems with labels and branches which are lost during upgrade. Apply before upgrade. Note: This has been fixed in the latest re-release of the TFS Server dated Aug 5th 2010. See here. Recommends downloading the latest bits. Only if upgrade from 2008 from earlier bits Server

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  • BizTalk 2009 - BizTalk Benchmark Wizard: Installation

    - by StuartBrierley
    As previously detailed, I have completed a single server installation of BizTalk Server 2009 standard on my development laptop; a MacBook Pro Core2Duo running at 2.16Ghz with 2Gb of RAM.  Following this I also posted on my use of the BizTalk Server Best Practices Anaylser and how to configure the BizTalk SQL Server Jobs.  All of which means that I should have some confidence that I have a decent working BizTalk Server 2009 environment, Next I thought that it would be a good idea to try and get some idea of how this setup performs by carrying out some baseline tests that can then be replicated on the test and live servers. The aim of this would be to allow confident predictions to be made of how any solutions developed on a single "server" installation may be expected to perform when deployed to these multi-server BizTalk Server 2009 standard installations. The BizTalk Benchmark Wizard would seem to be the perfect tool for the job. The BizTalk Benchmark Wizard is a ultility that can be used to gain some validation of a BizTalk installation, giving a level of guidance on whether it is performing as might be expected. This utility should be used after BizTalk Server has been installed and before any solutions are deployed to the environment.  This will ensure that you are getting consistent and clean results from the BizTalk Benchmark Wizard. The BizTalk Benchmark Wizard applies load to the BizTalk Server environment under a choice of specific scenarios. During these scenarios performance counter information is collected and assessed against statistics that are appropriate to the BizTalk Server environment: "The executed scenarios may or may not be relative to any realistic scenario, and is only intended for testing. The BizTalk Benchmark Wizard has been developed in relation to the BizTalk Server 2009 Scale Out Testing Study. More information about the study can be found here: http://msdn.microsoft.com/en-us/library/ee377068(BTS.10).aspx" After downloading and installing the wizard you will need set up the Hosts, Instances and Adapter handlers.  This is done by running a script file using the “cscript” detailed below.  To do this you will need to open a command prompt window and navigate to the script folder; assuming the default installation location this would be C:\Program Files\Blogical\BizTalk Benchmark Wizard\Artefacts\BizTalk. In this folder you should find an InstallHosts.vbs file which can be executed using the following parameters: NTGroupName - The name of the Windows NT group. UserName – The name of the user account running the service instances. Password – The password of the user account running the service instances. Receive Host – The name of the server where you want to run the receive host instance.  Send Host - The name of the server where you want to run the sen host instance. Processing Host - The name of the server where you want to run the process host instance. By default the script is set up for 64 bit hosts, so if you are running in 32 bit environment make sure that you change the following line in the script before continuing: from:   objHS.IsHost32BitOnly = False to:    objHS.IsHost32BitOnly = True If you have a single box installation, your script command might look like this: cscript InstallHosts.vbs "BizTalk Application Users" “\MyUser” “MyPassword” “BtsServer1” “BtsServer1” “BtsServer1” If you have a multi server installation, your script command might look like this: cscript InstallHosts.vbs "MyDomain\BizTalk Application Users" “MyDomain\MyUser” “MyPassword” “BtsServer1” “BtsServer2” “BtsServer2” Running this script will create: Three hosts (BBW_RxHost, BBW_TxHost and BBW_PxHost) Three host instances One send and one receive adapter handler for the WCF NetTcp adapter. You will then need to import the BizTalk MSI via the BizTalk Administration Console.  Open the BizTalk Administration Console, point to the “Applications” node and import the BizTalk Benchmark Wizard.msi found in the same folder as the script above. This will create a “BizTalk Benchmark Wizard” application along with all ports and orchestrations needed. To finish the installation you will need to run the BizTalk Benchmark Wizard.msi on all BizTalk servers to add the assemblies to the Global Assembly Cache (GAC). Next I will look at running the BizTalk Benchmark Wizard.

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  • Getting a Database into Source Control

    - by Grant Fritchey
    For any number of reasons, from simple auditing, to change tracking, to automated deployment, to integration with application development processes, you’re going to want to place your database into source control. Using Red Gate SQL Source Control this process is extremely simple. SQL Source Control works within your SQL Server Management Studio (SSMS) interface.  This means you can work with your databases in any way that you’re used to working with them. If you prefer scripts to using the GUI, not a problem. If you prefer using the GUI to having to learn T-SQL, again, that’s fine. After installing SQL Source Control, this is what you’ll see when you open SSMS:   SQL Source Control is now a direct piece of the SSMS environment. The key point initially is that I currently don’t have a database selected. You can even see that in the SQL Source Control window where it shows, in red, “No database selected – select a database in Object Explorer.” If I expand my Databases list in the Object Explorer, you’ll be able to immediately see which databases have been integrated with source control and which have not. There are visible differences between the databases as you can see here:   To add a database to source control, I first have to select it. For this example, I’m going to add the AdventureWorks2012 database to an instance of the SVN source control software (I’m using uberSVN). When I click on the AdventureWorks2012 database, the SQL Source Control screen changes:   I’m going to need to click on the “Link database to source control” text which will open up a window for connecting this database to the source control system of my choice.  You can pick from the default source control systems on the left, or define one of your own. I also have to provide the connection string for the location within the source control system where I’ll be storing my database code. I set these up in advance. You’ll need two. One for the main set of scripts and one for special scripts called Migrations that deal with different kinds of changes between versions of the code. Migrations help you solve problems like having to create or modify data in columns as part of a structural change. I’ll talk more about them another day. Finally, I have to determine if this is an isolated environment that I’m going to be the only one use, a dedicated database. Or, if I’m sharing the database in a shared environment with other developers, a shared database.  The main difference is, under a dedicated database, I will need to regularly get any changes that other developers have made from source control and integrate it into my database. While, under a shared database, all changes for all developers are made at the same time, which means you could commit other peoples work without proper testing. It all depends on the type of environment you work within. But, when it’s all set, it will look like this: SQL Source Control will compare the results between the empty folders in source control and the database, AdventureWorks2012. You’ll get a report showing exactly the list of differences and you can choose which ones will get checked into source control. Each of the database objects is scripted individually. You’ll be able to modify them later in the same way. Here’s the list of differences for my new database:   You can select/deselect all the objects or each object individually. You also get a report showing the differences between what’s in the database and what’s in source control. If there was already a database in source control, you’d only see changes to database objects rather than every single object. You can see that the database objects can be sorted by name, by type, or other choices. I’m going to add a comment such as “Initial creation of database in source control.” And then click on the Commit button which will put all the objects in my database into the source control system. That’s all it takes to get the objects into source control initially. Now is when things can get fun with breaking changes to code, automated deployments, unit testing and all the rest.

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