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  • How to display a TimeSpan in MVC Razor

    - by John Mitchell
    So I have a duration in seconds of a video and I would like to display that duration in Razor. Currently I am using @TimeSpan.FromSeconds(item.Duration).ToString() However the rest of the code I am using uses @Html.DisplayFor(modelItem => item.Description) Is there way to get the duration (currently an int) to display a as a timespan? using the @Html.DisplayFor syntax. The item.duration is pulling form a Entity Framework model which is held as a int in the database.

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  • winforms - gridview cell timespan edit problem

    - by Sharique
    I'm following this question for formatting timespan value in the gridview. Format TimeSpan in DataGridView column I'm diaplying only minutes value in grid as follows DataGridViewColumn idleTimeColumn = myGridView.Columns["IdleTime"]; idleTimeColumn.DefaultCellStyle.FormatProvider = new TimeSpanFormatter(); idleTimeColumn.DefaultCellStyle.Format = "m"; This cell is editable, so when I enter 5 (that mean 5 min) in the cell, then it should take it minute, but it take it as day value (ie, 5.00:00:00). I tried different values for format (mm,%m) but all these gives the same output.

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  • Roundoff Timespan to 15 min interval

    - by s-a-n
    I have a property in my code where users can enter a timespan in HH:mm like 10:32 10:44 15:45 I want to round off in my property to the nearest 15mins but i dont have datetime here. I only need to do it with Timespan 10:32 to 10:30 10:44 to 10:45 15:45 to 15:45 01:02 to 01:00 02:11 to 02:15 03:22 to 03:25 23:52 to 00:00 Tried all these solutions but they involve Datetime in them How can I round up the time to the nearest X minutes? Is there a simple function for rounding a DateTime down to the nearest 30 minutes, in C#? DotNet Roundoff datetime to last 15 minutes

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  • protobuf-net: Incorrect wire-type deserializing TimeSpan

    - by balinisteanu
    I get this exception when my client application is trying to deserialize a message comming from WCF service ("Incorrect wire-type deserializing TimeSpan"). I'm using .NET 3.5 SP1 and latest version of protobuf-net (1.0.0.275). I have no idea what could be the issue comming from. I don't undersand the reason of this error message. Anyone?

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  • ASP.Net MVC TimeSpan as action parameter?

    - by HeavyWave
    I am trying to use TimeSpan as a parameter type for an action in a controller, but the value is always now, so I presume it is not parsed correctly by MVC. The value that gets sent to it is "7:00 PM". Is it possible to make MVC support such format? I am using MVC 2.

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  • time calculation within LINQ

    - by d daly
    Hi I want a linq query to return a calculated timespan, i have used the timespan function before, but im not sure how to incorporate it into linq. Basically the linq is returning a datetime field which i want to subtract from the current datetime to get days and hours. Any help appreciated! Thanks

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  • c# .net framework subtracting time-span from date

    - by smkngspcmn
    I want to subtract a time-span from a date-time object. Date is 1983/5/1 13:0:0 (y/m/d-h:m:s) Time span is 2/4/28-2:51:0 (y/m/d-h:m:s) I can use the native DateTime and TimeSpan objects to do this, after converting years and months of the time-span to days (assuming a 30 day month and a ~364 day year). new DateTime(1981,5,1,13,0,0).Subtract(new TimeSpan(878,13,51,0)); With this i get the result: {12/4/1978 11:09:00 PM} But this is not exactly what i expected. If i do this manually (assuming a 30 day month) i get 1981/0/3-10:9:0 This is pretty close to what i'm after except i shouldn't get 0 for month and year should be 1980. So can someone please show me how i can do this manually and avoid getting a 0 month value? Also why do i get a completely different value when i use native classes?

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  • Calculating timespan with t-sql

    - by jdiaz
    Given two date/times: @start_date = '2009-04-15 10:24:00.000' @end_date = '2009-04-16 19:43:01.000' Is it possible to calculate the time elapsed between the two dates in the following format 1d 9h 19m

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  • Ensure Oracle row represents a unique timespan

    - by Dan F.
    I have to make a process in Oracle/PLSQL. I have to verify that the interval of time between start_date and end_date from a new row that I create must not intersect other start_dates and end_dates from other rows. Now I need to check each row for that condition and if it doesn't correspond the repetitive instruction should stop and after that to display a message such as "The interval of time given is not correct". I don't know how to make repetitive instructions in Oracle/PLSQL and I would appreciate if you would help me.

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • Confusing of TTimeSpan usage in Delphi 2010

    - by stanleyxu2005
    Hi All, I tried the new Record type TTimeSpan in Delphi 2010. But I encourage a very strange problem. assert(TTimeSpan.FromMilliseconds(5000).Milliseconds == 5000); This assertion does not pass. The value of 'TTimeSpan.FromMilliseconds(5000).Milliseconds' is always 0. I really cannot explain.

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  • Finding 'free' times in MySQL

    - by James Inman
    Hi, I've got a table as follows: mysql> DESCRIBE student_lectures; +------------------+----------+------+-----+---------+----------------+ | Field | Type | Null | Key | Default | Extra | +------------------+----------+------+-----+---------+----------------+ | id | int(11) | NO | PRI | NULL | auto_increment | | course_module_id | int(11) | YES | MUL | NULL | | | day | int(11) | YES | | NULL | | | start | datetime | YES | | NULL | | | end | datetime | YES | | NULL | | | cancelled_at | datetime | YES | | NULL | | | lecture_type_id | int(11) | YES | | NULL | | | lecture_id | int(11) | YES | | NULL | | | student_id | int(11) | YES | | NULL | | | created_at | datetime | YES | | NULL | | | updated_at | datetime | YES | | NULL | | +------------------+----------+------+-----+---------+----------------+ I'm essentially wanting to find times when a lecture doesn't happen - so to do this I'm thinking a query to group overlapping lectures together (so, for example, 9am-10am and 10am-11am lectures will be shown as a single 9am-11am lecture). There may be more than two lectures back-to-back. I've currently got this: SELECT l.start, l2.end FROM student_lectures l LEFT JOIN student_lectures l2 ON ( l2.start = l.end ) WHERE l.student_id = 1 AND l.start >= '2010-04-26 09:00:00' AND l.end <= '2010-04-30 19:00:00' AND l2.end IS NOT NULL AND l2.end != l.start GROUP BY l.start, l2.end ORDER BY l.start, l2.start Which returns: +---------------------+---------------------+ | start | end | +---------------------+---------------------+ | 2010-04-26 09:00:00 | 2010-04-26 11:00:00 | | 2010-04-26 10:00:00 | 2010-04-26 12:00:00 | | 2010-04-26 10:00:00 | 2010-04-26 13:00:00 | | 2010-04-26 13:15:00 | 2010-04-26 16:15:00 | | 2010-04-26 14:15:00 | 2010-04-26 16:15:00 | | 2010-04-26 15:15:00 | 2010-04-26 17:15:00 | | 2010-04-26 16:15:00 | 2010-04-26 18:15:00 | ...etc... The output I'm looking for from this would be: +---------------------+---------------------+ | start | end | +---------------------+---------------------+ | 2010-04-26 09:00:00 | 2010-04-26 13:00:00 | | 2010-04-26 13:15:00 | 2010-04-26 18:15:00 | Any help appreciated, thanks!

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • TimoutException occurs over a network but not locally

    - by Gibsnag
    I have a program with three WCF services and when I run them locally (i.e: Server and Clients are all on localhost) everything works. However when I test them across a network I get a TimoutException on two services but not the other. I've disabled the firewalls on all the machines involved in the test. I can both ping the server and access the wsdl "You have created a service" webpage from the client The service that works uses a BasicHttpBinding with streaming and the two which don't work use WSDualHttpBinding. The Services that use WSDualHttpBinding both have CallbackContracts. I apologise for the vagueness of this question but I'm not really sure what code to include or where to even start looking for the solution to this. Non-working bindings: public static Binding CreateHTTPBinding() { var binding = new WSDualHttpBinding(); binding.MessageEncoding = WSMessageEncoding.Mtom; binding.MaxBufferPoolSize = 2147483647; binding.MaxReceivedMessageSize = 2147483647; binding.Security.Mode = WSDualHttpSecurityMode.None; return binding; } Exception Stack Trace: Unhandled Exception: System.TimeoutException: The open operation did not complete within the allotted timeout of 00:01:00. The time allotted to this operation may have been a portion of a longer timeout. Server stack trace: at System.ServiceModel.Channels.ReliableRequestor.ThrowTimeoutException() at System.ServiceModel.Channels.ReliableRequestor.Request(TimeSpan timeout) at System.ServiceModel.Channels.ClientReliableSession.Open(TimeSpan timeout) at System.ServiceModel.Channels.ClientReliableDuplexSessionChannel.OnOpen(TimeSpan timeout) at System.ServiceModel.Channels.CommunicationObject.Open(TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.OnOpen(TimeSpan timeout) at System.ServiceModel.Channels.CommunicationObject.Open(TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.CallOpenOnce.System.ServiceModel.Channels.ServiceChannel.ICallOnce.Call(ServiceChannel channel, TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.CallOnceManager.CallOnce(TimeSpan timeout, CallOnceManager cascade) at System.ServiceModel.Channels.ServiceChannel.EnsureOpened(TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs, TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs) at System.ServiceModel.Channels.ServiceChannelProxy.InvokeService(IMethodCallMessage methodCall, ProxyOperationRuntime operation) at System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message) Exception rethrown at [0]: at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg) at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type) at IDemeService.Register() at DemeServiceClient.Register() at DemeClient.Client.Start() at DemeClient.Program.Main(String[] args)

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  • Parameterized StreamInsight Queries

    - by Roman Schindlauer
    The changes in our APIs enable a set of scenarios that were either not possible before or could only be achieved through workarounds. One such use case that people ask about frequently is the ability to parameterize a query and instantiate it with different values instead of re-deploying the entire statement. I’ll demonstrate how to do this in StreamInsight 2.1 and combine it with a method of using subjects for dynamic query composition in a mini-series of (at least) two blog articles. Let’s start with something really simple: I want to deploy a windowed aggregate to a StreamInsight server, and later use it with different window sizes. The LINQ statement for such an aggregate is very straightforward and familiar: var result = from win in stream.TumblingWindow(TimeSpan.FromSeconds(5))               select win.Avg(e => e.Value); Obviously, we had to use an existing input stream object as well as a concrete TimeSpan value. If we want to be able to re-use this construct, we can define it as a IQStreamable: var avg = myApp     .DefineStreamable((IQStreamable<SourcePayload> s, TimeSpan w) =>         from win in s.TumblingWindow(w)         select win.Avg(e => e.Value)); The DefineStreamable API lets us define a function, in our case from a IQStreamable (the input stream) and a TimeSpan (the window length) to an IQStreamable (the result). We can then use it like a function, with the input stream and the window length as parameters: var result = avg(stream, TimeSpan.FromSeconds(5)); Nice, but you might ask: what does this save me, except from writing my own extension method? Well, in addition to defining the IQStreamable function, you can actually deploy it to the server, to make it re-usable by another process! When we deploy an artifact in V2.1, we give it a name: var avg = myApp     .DefineStreamable((IQStreamable<SourcePayload> s, TimeSpan w) =>         from win in s.TumblingWindow(w)         select win.Avg(e => e.Value))     .Deploy("AverageQuery"); When connected to the same server, we can now use that name to retrieve the IQStreamable and use it with our own parameters: var averageQuery = myApp     .GetStreamable<IQStreamable<SourcePayload>, TimeSpan, double>("AverageQuery"); var result = averageQuery(stream, TimeSpan.FromSeconds(5)); Convenient, isn’t it? Keep in mind that, even though the function “AverageQuery” is deployed to the server, its logic will still be instantiated into each process when the process is created. The advantage here is being able to deploy that function, so another client who wants to use it doesn’t need to ask the author for the code or assembly, but just needs to know the name of deployed entity. A few words on the function signature of GetStreamable: the last type parameter (here: double) is the payload type of the result, not the actual result stream’s type itself. The returned object is a function from IQStreamable<SourcePayload> and TimeSpan to IQStreamable<double>. In the next article we will integrate this usage of IQStreamables with Subjects in StreamInsight, so stay tuned! Regards, The StreamInsight Team

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  • There was no endpoint listening at net.pipe://localhost/...

    - by virsum
    I have two WCF services hosted in a single Windows Service on a Windows Server 2003 machine. If the Windows service needs to access either of the WCF services (like when a timed event occurs), it uses one of the five named pipe endpoints exposed (different service contracts). The service also exposes HTTP MetadataExchange endpoints for each of the two services, and net.tcp endpoints for consumers external to the server. Usually things work great, but every once in a while I get an error message that looks something like this: System.ServiceModel.EndpointNotFoundException: There was no endpoint listening at net.pipe://localhost/IPDailyProcessing that could accept the message. This is often caused by an incorrect address or SOAP action. See InnerException, if present, for more details. --- System.IO.PipeException: The pipe endpoint 'net.pipe://localhost/IPDailyProcessing' could not be found on your local machine. --- End of inner exception stack trace --- Server stack trace: at System.ServiceModel.Channels.PipeConnectionInitiator.GetPipeName(Uri uri) at System.ServiceModel.Channels.NamedPipeConnectionPoolRegistry.NamedPipeConnectionPool.GetPoolKey(EndpointAddress address, Uri via) at System.ServiceModel.Channels.ConnectionPoolHelper.EstablishConnection(TimeSpan timeout) at System.ServiceModel.Channels.ClientFramingDuplexSessionChannel.OnOpen(TimeSpan timeout) at System.ServiceModel.Channels.CommunicationObject.Open(TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.OnOpen(TimeSpan timeout) at System.ServiceModel.Channels.CommunicationObject.Open(TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.CallOpenOnce.System.ServiceModel.Channels.ServiceChannel.ICallOnce.Call(ServiceChannel channel, TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.CallOnceManager.CallOnce(TimeSpan timeout, CallOnceManager cascade) at System.ServiceModel.Channels.ServiceChannel.EnsureOpened(TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs, TimeSpan timeout) at System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs) at System.ServiceModel.Channels.ServiceChannelProxy.InvokeService(IMethodCallMessage methodCall, ProxyOperationRuntime operation) at System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message) It doesn't happen reliably, which is maddening because I can't repeat it when I want to. In my windows service I also have some timed events and some file listeners, but these are fairly infrequent events. Does anyone have any ideas why I might be encountering an issue? Any help would be greatly appreciated.

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  • Tetris Movement - Implementation

    - by James Brauman
    Hi gamedev, I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the movement is a bit more complex. When a directional key is pressed, the shape moves one space in that direction. After a short interval, if the key is still held down, the shape starts moving in the direction continuously until the key is released. In the case of the down key being pressed, there is no pause between the initial movement and the subsequent continuous movement. I've come up with a solution, and it works well, but it's totally over-engineered. Hey, at least I can recognize when things are getting silly, right? :) public class TetrisMover { List registeredKeys; Dictionary continuousPressedTime; Dictionary totalPressedTime; Dictionary initialIntervals; Dictionary continousIntervals; Dictionary keyActions; Dictionary initialActionDone; KeyboardState currentKeyboardState; public TetrisMover() { *snip* } public void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); foreach (Keys currentKey in registeredKeys) { if (currentKeyboardState.IsKeyUp(currentKey)) { continuousPressedTime[currentKey] = TimeSpan.Zero; totalPressedTime[currentKey] = TimeSpan.Zero; initialActionDone[currentKey] = false; } else { if (initialActionDone[currentKey] == false) { keyActions[currentKey](); initialActionDone[currentKey] = true; } totalPressedTime[currentKey] += gameTime.ElapsedGameTime; if (totalPressedTime[currentKey] = initialIntervals[currentKey]) { continuousPressedTime[currentKey] += gameTime.ElapsedGameTime; if (continuousPressedTime[currentKey] = continousIntervals[currentKey]) { keyActions[currentKey](); continuousPressedTime[currentKey] = TimeSpan.Zero; } } } } } public void RegisterKey(Keys key, TimeSpan initialInterval, TimeSpan continuousInterval, Action keyAction) { if (registeredKeys.Contains(key)) throw new InvalidOperationException( string.Format("The key %s is already registered.", key)); registeredKeys.Add(key); continuousPressedTime.Add(key, TimeSpan.Zero); totalPressedTime.Add(key, TimeSpan.Zero); initialIntervals.Add(key, initialInterval); continousIntervals.Add(key, continuousInterval); keyActions.Add(key, keyAction); initialActionDone.Add(key, false); } public void UnregisterKey(Keys key) { *snip* } } I'm updating it every frame, and this is how I'm registering keys for movement: tetrisMover.RegisterKey( Keys.Left, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Left); }); tetrisMover.RegisterKey( Keys.Right, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Right); }); tetrisMover.RegisterKey( Keys.Down, TimeSpan.Zero, keyHoldMovementInterval, () = { PerformGravity(); }); Issues that this doesn't address: If both left and right are held down, the shape moves back and forth really quick. If a directional key is held down and the turn finishes and the shape is replaced by a new one, the new one will move quickly in that direction instead of the little pause it is supposed to have. I could fix the issues, but I think it will make the solution even worse. How would you implement this?

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  • C# rounding DateTime objects

    - by grenade
    I want to round dates/times to the nearest interval for a charting application. I'd like an extension method signature like follows so that the rounding can be acheived for any level of accuracy: static DateTime Round(this DateTime date, TimeSpan span); The idea is that if I pass in a timespan of ten minutes, it will round to the nearest ten minute interval. I can't get my head around the implementation and am hoping one of you will have written or used something similar before. I think either a floor, ceiling or nearest implementation is fine. Any ideas? Edit: Thanks to @tvanfosson & @ShuggyCoUk, the implementation looks like this: public static class DateExtensions { public static DateTime Round(this DateTime date, TimeSpan span) { long ticks = (date.Ticks / span.Ticks) + (span.Ticks / 2) + 1; return new DateTime(ticks * span.Ticks); } public static DateTime Floor(this DateTime date, TimeSpan span) { long ticks = (date.Ticks / span.Ticks); return new DateTime(ticks * span.Ticks); } public static DateTime Ceil(this DateTime date, TimeSpan span) { long ticks = (date.Ticks + span.Ticks - 1) / span.Ticks; return new DateTime(ticks * span.Ticks); } } And is called like so: DateTime nearestHour = DateTime.Now.Round(new TimeSpan(1,0,0)); DateTime minuteCeiling = DateTime.Now.Ceil(new TimeSpan(0,1,0)); DateTime weekFloor = DateTime.Now.Floor(new TimeSpan(7,0,0,0)); ... Cheers!

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  • how should i create my own 'now' / DateTime.Now ?

    - by Michel
    Hi all, i'm starting to build a part of a system which will hold a lot of DateTime validations, and a lot of 'if it was done before now' or 'if it will start in an hour etc'. Usual way to go is to use DateTime.Now to get the actual time. I predict however, that during unit test that will give me a real headache because i will have to setup my testdata for the time when the test will run in stead of use a default set of test data. So i thought: why not use my own 'now' so i can set the current datetime to any moment in time. As i don't want to set the testservers internal clock i was thinking about this solution, and i was wondering what you think of it. Base thought is that i use my own DateTime class. That class gives you the current datetime, but you can also set your own time from outside. public static class MyDateTime { private static TimeSpan _TimeDifference = TimeSpan.Zero; public static DateTime Now { get { return DateTime.Now + _TimeDifference; } } public static void SetNewNow(DateTime newNow) { _TimeDifference = newNow - DateTime.Now; } public static void AddToRealTime(TimeSpan timeSpan ) { _TimeDifference = timeSpan; } public static void SubtractFromRealTime(TimeSpan timeSpan) { _TimeDifference = - timeSpan; } }

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