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  • Keyboard input system handling

    - by The Communist Duck
    Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm receiving, and what to do with it. Handling Input I'm talking about after the fact you've registered that the 'A' key has been pressed, for example, and how to do it from there. I've seen an array of the whole keyboard, something like: bool keyboard[256]; //And each input loop check the state of every key on the keyboard But this seems inefficient. Not only are you coupling the key 'A' to 'player moving left', for example, but it checks every key, 30-60 times a second. I then tried another system which just looked for keys it wanted. std::map< unsigned char, Key keyMap; //Key stores the keycode, and whether it's been pressed. Then, I declare a load of const unsigned char called 'Quit' or 'PlayerLeft'. input-BindKey(Keys::PlayerLeft, KeyCode::A); //so now you can check if PlayerLeft, rather than if A. However, the problem with this is I cannot now type a name, for example, without having to bind every single key. Then, I have the second problem, which I cannot really think of a good solution for: Sending Input I now know that the A key has been pressed or that playerLeft is true. But how do I go from here? I thought about just checking if(input-IsKeyDown(Key::PlayerLeft) { player.MoveLeft(); } This couples the input greatly to the entities, and I find it rather messy. I'd prefer the player to handle its own movement when it gets updated. I thought some kind of event system could work, but I do not know how to go with it. (I heard signals and slots was good for this kind of work, but it's apparently very slow and I cannot see how it'd fit). Thanks.

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  • Get to Know a Candidate (15 of 25): Jerry White&ndash;Socialist Equality Party

    - by Brian Lanham
    DISCLAIMER: This is not a post about “Romney” or “Obama”. This is not a post for whom I am voting. Information sourced for Wikipedia. White (born Jerome White) is an American politician and journalist, reporting for the World Socialist Web Site.  White's Presidential campaign keeps four core components: * International unity in the working class * Social equality * Opposition to imperialist militarism and assault on democratic rights * Opposition to the political subordination of the working class to the Democrats and Republicans The White-Scherrer ticket is currently undergoing a review by the Wisconsin election committee concerning the ballot listing of the party for the 2012 Presidential elections. White has visited Canada, Germany, and Sri Lanka to campaign for socialism and an international working class movement. The Socialist Equality Party (SEP) is a Trotskyist political party in the United States, one of several Socialist Equality Parties around the world affiliated to the International Committee of the Fourth International (ICFI). The ICFI publishes daily news articles, perspectives and commentaries on the World Socialist Web Site. The party held public conferences in 2009 and 2010. It led an inquiry into utility shutoffs in Detroit, Michigan earlier in 2010, after which it launched a Committee Against Utility Shutoffs. Recently it sent reporters to West Virginia to report on the Upper Big Branch Mine disaster and the way that Massey Energy has treated its workers. It also sent reporters to the Gulf Coast to report on the Deepwater Horizon oil spill. In addition, it has participated in elections with the aim of opposing the American occupation of Iraq and building a mass socialist party with an international perspective. Despite having been active for over a decade, the Socialist Equality Party held its founding congress in 2008, where it adopted a statement of principles and a historical document. White has Ballot Access in: CO, LA, WI Learn more about Jerry White and Socialist Equality Party on Wikipedia

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  • Get to Know a Candidate (18 of 25): Jack Fellure&ndash;Prohibition Party

    - by Brian Lanham
    DISCLAIMER: This is not a post about “Romney” or “Obama”. This is not a post for whom I am voting.  Information sourced for Wikipedia.  NOTE:  I apologize for getting this entry out of order. Fellure (born October 3, 1931) is an American perennial political candidate and retired engineer.  Fellure has formally campaigned for President of the United States in every presidential election since 1988 as a member of the Republican Party. He asserts on his campaign website that his platform based on the 1611 Authorized King James Bible has never changed. As a candidate, he calls for the elimination of the liquor industry, abortion and pornography, and advocates the teaching of the Bible in public schools and criminalization of homosexuality. He has blamed the ills of society on those he has characterized as "atheists, Marxists, liberals, queers, liars, draft dodgers, flag burners, dope addicts, sex perverts and anti-Christians." After another run in 2008, Fellure initially ran for the Republican Party's 2012 presidential nomination. He then decided to seek the nomination of the Prohibition Party at the party's national convention in Cullman, Alabama The Prohibition Party (PRO) is a political party in the United States best known for its historic opposition to the sale or consumption of alcoholic beverages. It is the oldest existing third party in the US. The party was an integral part of the temperance movement. While never one of the leading parties in the United States, it was once an important force in the politics of the United States during the late 19th century and the early years of the 20th century. It has declined dramatically since the repeal of Prohibition in 1933. The party earned only 643 votes in the 2008 presidential election. The Prohibition Party advocates a variety of socially conservative causes, including "stronger and more vigorous enforcement of laws against the sale of alcoholic beverages and tobacco products, against gambling, illegal drugs, pornography, and commercialized vice." Fellure has Ballot Access in: LA Learn more about Jack Fellure and Prohibition Party on Wikipedia.

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • How do I detect and handle collisions using a tile property with Slick2D?

    - by oracleCreeper
    I am trying to set up collision detection in Slick2D based on a tilemap. I currently have two layers on the maps I'm using, a background layer, and a collision layer. The collision layer has a tile with a 'blocked' property, painted over the areas the player can't walk on. I have looked through the Slick documentation, but do not understand how to read a tile property and use it as a flag for collision detection. My method of 'moving' the player is somewhat different, and might affect how collisions are handled. Instead of updating the player's location on the window, the player always stays in the same spot, updating the x and y the map is rendered at. I am working on collisions with objects by restricting the player's movement when its hitbox intersects an object's hitbox. The code for the player hitting the right side of an object, for example, would look like this: if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingLeft){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingRight){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingUp){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingDown){ isInCollision=true; level.moveMapRight(); } and in the level's update code: if(!Player.isInCollision) Player.manageMovementInput(map, i); However, this method still has some errors. For example, when hitting the object from the right, the player will move up and to the left, clipping through the object and becoming stuck inside its hitbox. If there is a more effective way of handling this, any advice would be greatly appreciated.

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • How to promote code reuse and documentation?

    - by Graviton
    As a team lead of about 10+ developers, I would want to promote code reuse. We have written a lot of code-- a lot of them are repetitive over the past few years. The problem now is that a lot of these code are just duplicate of some other code or a slight variation of them. I have started the movement ( discussion) on how to make code into components so that they can be reused for the future projects, but the problem is that I afraid the new developers or other developers who are ignorant of the components will just go forward and write their own thing. Is there anyway to remind the developers to reuse the components/ improve the documentation/ contribute to the underlying component instead of duplicating the existing code and tweaking on it or just write their own? How to make the components easily discover-able, easily usable so that everyone will use it? Edit: I think every developer knows about the benefit of reusable components and wants to use them, it's just that we don't know how to make them discoverable. Also, the developers when they are writing code, they know they should write reusable code but lack of the motivation to do so.

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • Input handling between game loops

    - by user48023
    This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. Update-loop is set to 10 ticks per second with a fixed timestep, render-loop is capped at around 60 fps and the input-loop runs as fast as possible. I am using one of the Javascript frameworks which provide such things but it doesn't really matter. Let's say I am rendering a tile map and the view of which elements are rendered depends on camera-like movement variables which are modified during key pressing. This is only about camera/viewport and rendering, no game physics involved here. And now, how can I handle input events among these loops to keep consistent engine reaction? Am I supposed to read the current variable modified with input and do some needed calculations in a update-loop and share the result so it could be interpolated in a render-loop? Or read the input effect directly inside the render-loop and put needed calculations inside? I thought interpreting user input inside an update-loop with a low tick rate would be inaccurate and kind of unresponsive while rendering with interpolation in the final view. How it is done properly in games overall?

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • Why Oracle Data Integrator for Big Data?

    - by Mala Narasimharajan
    Big Data is everywhere these days - but what exactly is it? It’s data that comes from a multitude of sources – not only structured data, but unstructured data as well.  The sheer volume of data is mindboggling – here are a few examples of big data: climate information collected from sensors, social media information, digital pictures, log files, online video files, medical records or online transaction records.  These are just a few examples of what constitutes big data.   Embedded in big data is tremendous value and being able to manipulate, load, transform and analyze big data is key to enhancing productivity and competitiveness.  The value of big data lies in its propensity for greater in-depth analysis and data segmentation -- in turn giving companies detailed information on product performance, customer preferences and inventory.  Furthermore, by being able to store and create more data in digital form, “big data can unlock significant value by making information transparent and usable at much higher frequency." (McKinsey Global Institute, May 2011) Oracle's flagship product for bulk data movement and transformation, Oracle Data Integrator, is a critical component of Oracle’s Big Data strategy. ODI provides automation, bulk loading, and validation and transformation capabilities for Big Data while minimizing the complexities of using Hadoop.  Specifically, the advantages of ODI in a Big Data scenario are due to pre-built Knowledge Modules that drive processing in Hadoop. This leverages the graphical UI to load and unload data from Hadoop, perform data validations and create mapping expressions for transformations.  The Knowledge Modules provide a key jump-start and eliminate a significant amount of Hadoop development.  Using Oracle Data Integrator together with Oracle Big Data Connectors, you can simplify the complexities of mapping, accessing, and loading big data (via NoSQL or HDFS) but also correlating your enterprise data – this correlation may require integrating across heterogeneous and standards-based environments, connecting to Oracle Exadata, or sourcing via a big data platform such as Oracle Big Data Appliance. To learn more about Oracle Data Integration and Big Data, download our resource kit to see the latest in whitepapers, webinars, downloads, and more… or go to our website on www.oracle.com/bigdata

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • A tale from a Stalker

    - by Peter Larsson
    Today I thought I should write something about a stalker I've got. Don't get me wrong, I have way more fans than stalkers, but this stalker is particular persistent towards me. It all started when I wrote about Relational Division with Sets late last year(http://weblogs.sqlteam.com/peterl/archive/2010/07/02/Proper-Relational-Division-With-Sets.aspx) and no matter what he tried, he didn't get a better performing query than me. But this I didn't click until later into this conversation. He must have saved himself for 9 months before posting to me again. Well... Some days ago I get an email from someone I thought i didn't know. Here is his first email Hi, I want a proper solution for achievement the result. The solution must be standard query, means no using as any native code like TOP clause, also the query should run in SQL Server 2000 (no CTE use). We have a table with consecutive keys (nbr) that is not exact sequence. We need bringing all values related with nearest key in the current key row. See the DDL: CREATE TABLE Nums(nbr INTEGER NOT NULL PRIMARY KEY, val INTEGER NOT NULL); INSERT INTO Nums(nbr, val) VALUES (1, 0),(5, 7),(9, 4); See the Result: pre_nbr     pre_val     nbr         val         nxt_nbr     nxt_val ----------- ----------- ----------- ----------- ----------- ----------- NULL        NULL        1           0           5           7 1           0           5           7           9           4 5           7           9           4           NULL        NULL The goal is suggesting most elegant solution. I would like see your best solution first, after that I will send my best (if not same with yours)   Notice there is no name, no please or nothing polite asking for my help. So, on the top of my head I sent him two solutions, following the rule "Work on SQL Server 2000 and only standard non-native code".     -- Peso 1 SELECT               pre_nbr,                              (                                                           SELECT               x.val                                                           FROM                dbo.Nums AS x                                                           WHERE              x.nbr = d.pre_nbr                              ) AS pre_val,                              d.nbr,                              d.val,                              d.nxt_nbr,                              (                                                           SELECT               x.val                                                           FROM                dbo.Nums AS x                                                           WHERE              x.nbr = d.nxt_nbr                              ) AS nxt_val FROM                (                                                           SELECT               (                                                                                                                     SELECT               MAX(x.nbr) AS nbr                                                                                                                     FROM                dbo.Nums AS x                                                                                                                     WHERE              x.nbr < n.nbr                                                                                        ) AS pre_nbr,                                                                                        n.nbr,                                                                                        n.val,                                                                                        (                                                                                                                     SELECT               MIN(x.nbr) AS nbr                                                                                                                     FROM                dbo.Nums AS x                                                                                                                     WHERE              x.nbr > n.nbr                                                                                        ) AS nxt_nbr                                                           FROM                dbo.Nums AS n                              ) AS d -- Peso 2 CREATE TABLE #Temp                                                         (                                                                                        ID INT IDENTITY(1, 1) PRIMARY KEY,                                                                                        nbr INT,                                                                                        val INT                                                           )   INSERT                                            #Temp                                                           (                                                                                        nbr,                                                                                        val                                                           ) SELECT                                            nbr,                                                           val FROM                                             dbo.Nums ORDER BY         nbr   SELECT                                            pre.nbr AS pre_nbr,                                                           pre.val AS pre_val,                                                           t.nbr,                                                           t.val,                                                           nxt.nbr AS nxt_nbr,                                                           nxt.val AS nxt_val FROM                                             #Temp AS pre RIGHT JOIN      #Temp AS t ON t.ID = pre.ID + 1 LEFT JOIN         #Temp AS nxt ON nxt.ID = t.ID + 1   DROP TABLE    #Temp Notice there are no indexes on #Temp table yet. And here is where the conversation derailed. First I got this response back Now my solutions: --My 1st Slt SELECT T2.*, T1.*, T3.*   FROM Nums AS T1        LEFT JOIN Nums AS T2          ON T2.nbr = (SELECT MAX(nbr)                         FROM Nums                        WHERE nbr < T1.nbr)        LEFT JOIN Nums AS T3          ON T3.nbr = (SELECT MIN(nbr)                         FROM Nums                        WHERE nbr > T1.nbr); --My 2nd Slt SELECT MAX(CASE WHEN N1.nbr > N2.nbr THEN N2.nbr ELSE NULL END) AS pre_nbr,        (SELECT val FROM Nums WHERE nbr = MAX(CASE WHEN N1.nbr > N2.nbr THEN N2.nbr ELSE NULL END)) AS pre_val,        N1.nbr AS cur_nbr, N1.val AS cur_val,        MIN(CASE WHEN N1.nbr < N2.nbr THEN N2.nbr ELSE NULL END) AS nxt_nbr,        (SELECT val FROM Nums WHERE nbr = MIN(CASE WHEN N1.nbr < N2.nbr THEN N2.nbr ELSE NULL END)) AS nxt_val   FROM Nums AS N1,        Nums AS N2  GROUP BY N1.nbr, N1.val;   /* My 1st Slt Table 'Nums'. Scan count 7, logical reads 14 My 2nd Slt Table 'Nums'. Scan count 4, logical reads 23 Peso 1 Table 'Nums'. Scan count 9, logical reads 28 Peso 2 Table '#Temp'. Scan count 0, logical reads 7 Table 'Nums'. Scan count 1, logical reads 2 Table '#Temp'. Scan count 3, logical reads 16 */  To this, I emailed him back asking for a scalability test What if you try with a Nums table with 100,000 rows? His response to that started to get nasty.  I have to say Peso 2 is not acceptable. As I said before the solution must be standard, ORDER BY is not part of standard SELECT. Try this without ORDER BY:  Truncate Table Nums INSERT INTO Nums (nbr, val) VALUES (1, 0),(9,4), (5, 7)  So now we have new rules. No ORDER BY because it's not standard SQL! Of course I asked him  Why do you have that idea? ORDER BY is not standard? To this, his replies went stranger and stranger Standard Select = Set-based (no any cursor) It’s free to know, just refer to Advanced SQL Programming by Celko or mail to him if you accept comments from him. What the stalker probably doesn't know, is that I and Mr Celko occasionally are involved in some conversation and thus we exchange emails. I don't know if this reference to Mr Celko was made to intimidate me either. So I answered him, still polite, this What do you mean? The SELECT itself has a ”cursor under the hood”. Now the stalker gets rude  But however I mean the solution must no containing any order by, top... No problem, I do not like Peso 2, it’s very non-intelligent and elementary. Yes, Peso 2 is elementary but most performing queries are... And now is the time where I started to feel the stalker really wanted to achieve something else, so I wrote to him So what is your goal? Have a query that performs well, or a query that is super-portable? My Peso 2 outperforms any of your code with a factor of 100 when using more than 100,000 rows. While I awaited his answer, I posted him this query Ok, here is another one -- Peso 3 SELECT             MAX(CASE WHEN d = 1 THEN nbr ELSE NULL END) AS pre_nbr,                    MAX(CASE WHEN d = 1 THEN val ELSE NULL END) AS pre_val,                    MAX(CASE WHEN d = 0 THEN nbr ELSE NULL END) AS nbr,                    MAX(CASE WHEN d = 0 THEN val ELSE NULL END) AS val,                    MAX(CASE WHEN d = -1 THEN nbr ELSE NULL END) AS nxt_nbr,                    MAX(CASE WHEN d = -1 THEN val ELSE NULL END) AS nxt_val FROM               (                              SELECT    nbr,                                        val,                                        ROW_NUMBER() OVER (ORDER BY nbr) AS SeqID                              FROM      dbo.Nums                    ) AS s CROSS JOIN         (                              VALUES    (-1),                                        (0),                                        (1)                    ) AS x(d) GROUP BY           SeqID + x.d HAVING             COUNT(*) > 1 And here is the stats Table 'Nums'. Scan count 1, logical reads 2, physical reads 0, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0. It beats the hell out of your queries…. Now I finally got a response from my stalker and now I also clicked who he was. This is his reponse Why you post my original method with a bit change under you name? I do not like it. See: http://www.sqlservercentral.com/Forums/Topic468501-362-14.aspx ;WITH C AS ( SELECT seq_nbr, k,        DENSE_RANK() OVER(ORDER BY seq_nbr ASC) + k AS grp_fct   FROM [Sample]         CROSS JOIN         (VALUES (-1), (0), (1)         ) AS D(k) ) SELECT MIN(seq_nbr) AS pre_value,        MAX(CASE WHEN k = 0 THEN seq_nbr END) AS current_value,        MAX(seq_nbr) AS next_value   FROM C GROUP BY grp_fct HAVING min(seq_nbr) < max(seq_nbr); These posts: Posted Tuesday, April 12, 2011 10:04 AM Posted Tuesday, April 12, 2011 1:22 PM Why post a solution where will not work in SQL Server 2000? Wait a minute! His own solution is using both a CTE and a ranking function so his query will not work on SQL Server 2000! Bummer... The reference to "Me not like" are my exact words in a previous topic on SQLTeam.com and when I remembered the phrasing, I also knew who he was. See this topic http://www.sqlteam.com/forums/topic.asp?TOPIC_ID=159262 where he writes a query and posts it under my name, as if I wrote it. So I answered him this (less polite). Like I keep track of all topics in the whole world… J So you think you are the only one coming up with this idea? Besides, “M S solution” doesn’t work.   This is the result I get pre_value        current_value                             next_value 1                           1                           5 1                           5                           9 5                           9                           9   And I did nothing like you did here, where you posted a solution which you “thought” I should write http://www.sqlteam.com/forums/topic.asp?TOPIC_ID=159262 So why are you yourself using ranking function when this was not allowed per your original email, and no cte? You use CTE in your link above, which do not work in SQL Server 2000. All this makes no sense to me, other than you are trying your best to once in a lifetime create a better performing query than me? After a few hours I get this email back. I don't fully understand it, but it's probably a language barrier. >>Like I keep track of all topics in the whole world… J So you think you are the only one coming up with this idea?<< You right, but do not think you are the first creator of this.   >>Besides, “M S Solution” doesn’t work. This is the result I get <<   Why you get so unimportant mistake? See this post to correct it: Posted 4/12/2011 8:22:23 PM >> So why are you yourself using ranking function when this was not allowed per your original email, and no cte? You use CTE in your link above, which do not work in SQL Server 2000. <<  Again, why you get some unimportant incompatibility? You offer that solution for current goals not me  >> All this makes no sense to me, other than you are trying your best to once in a lifetime create a better performing query than me? <<  No, I only wanted to know who you will solve it. Now I know you do not have a special solution. No problem. No problem for me either. So I just answered him I am not the first, and you are not the first to come up with this idea. So what is your problem? I am pretty sure other people have come up with the same idea before us. I used this technique all the way back to 2007, see http://www.sqlteam.com/forums/topic.asp?TOPIC_ID=93911 Let's see if he returns...  He did! >> So what is your problem? << Nothing Thanks for all replies; maybe we have some competitions in future, maybe. Also I like you but you do not attend it. Your behavior with me is not friendly. Not any meeting… Regards //Peso

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  • CodePlex Daily Summary for Friday, September 14, 2012

    CodePlex Daily Summary for Friday, September 14, 2012Popular ReleasesSOAP Test Application (with EWS Tools): v0.60: Template modifications (to delete blank fields where they are not required). Bugfix for listener form where it wouldn't allow the program to be closed under certain conditions.BizTalk Zombie Management: BizTalkZombieManagement V0.1.0: First version Function supported : Listener on zombie event Dump the zombie message in folderTumblen3: tumblen3 Version14Sep2012: added 'proxy-getter' of tumblr's OAuth Access TokenIBR.StringResourceBuilder: V1.3 Release 2 Build 13: Fixed: "Making" a string resource left the table of string literals blank (due to "improvement" in Build 11). Improved: Sped up inserting resource call when "making" a string resource. from Build 12 New: Option to store all string resources in one resource file global to the project.Fruit Juice: Fruit Juice v1.0: First versionPDF Viewer Web part: PDF Viewer Web Part: PDF Viewer Web PartMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.67: Fix issue #18629 - incorrectly handling null characters in string literals and not throwing an error when outside string literals. update for Issue #18600 - forgot to make the ///#DEBUG= directive also set a known-global for the given debug namespace. removed the kill-switch for disregarding preprocessor define-comments (///#IF and the like) and created a separate CodeSettings.IgnorePreprocessorDefines property for those who really need to turn that off. Some people had been setting -kil...Active Forums for DotNetNuke CMS: Active Forums 05.00.00 RC3: Active Forums 05.00.00 RC3Lakana - WPF Framework: Lakana V2: Lakana V2 contains : - Lakana WPF Forms (with sample project) - Lakana WPF Navigation (with sample project)Microsoft SQL Server Product Samples: Database: OData QueryFeed workflow activity: The OData QueryFeed sample activity shows how to create a workflow activity that consumes an OData resource, and renders entity properties in a Microsoft Excel 2010 worksheet or Microsoft Word 2010 document. Using the sample QueryFeed activity, you can consume any OData resource. The sample activity uses LINQ to project OData metadata into activity designer expression items. By setting activity expressions, a fully qualified OData query string is constructed consisting of Resource, Filter, Or...Arduino for Visual Studio: Arduino 1.x for Visual Studio 2012, 2010 and 2008: Register for the visualmicro.com forum for more news and updates Version 1209.10 includes support for VS2012 and minor fixes for the Arduino debugger beta test team. Version 1208.19 is considered stable for visual studio 2010 and 2008. If you are upgrading from an older release of Visual Micro and encounter a problem then uninstall "Visual Micro for Arduino" using "Control Panel>Add and Remove Programs" and then run the install again. Key Features of 1209.10 Support for Visual Studio 2...Social Network Importer for NodeXL: SocialNetImporter(v.1.5): This new version includes: - Fixed the "resource limit" bug caused by Facebook - Bug fixes To use the new graph data provider, do the following: Unzip the Zip file into the "PlugIns" folder that can be found in the NodeXL installation folder (i.e "C:\Program Files\Social Media Research Foundation\NodeXL Excel Template\PlugIns") Open NodeXL template and you can access the new importer from the "Import" menuAcDown????? - AcDown Downloader Framework: AcDown????? v4.1: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??...Move Mouse: Move Mouse 2.5.2: FIXED - Minor fixes and improvements.MVC Controls Toolkit: Mvc Controls Toolkit 2.3: Added The new release is compatible with Mvc4 RTM. Support for handling Time Zones in dates. Specifically added helper methods to convert to UTC or local time all DateTimes contained in a model received by a controller, and helper methods to handle date only fileds. This together with a detailed documentation on how TimeZones are handled in all situations by the Asp.net Mvc framework, will contribute to mitigate the nightmare of dates and timezones. Multiple Templates, and more options to...DNN Metro7 style Skin package: Metro7 style Skin for DotNetNuke 06.02.00: Maintenance Release Changes on Metro7 06.02.00 Fixed width and height on the jQuery popup for the Editor. Navigation Provider changed to DDR menu Added menu files and scripts Changed skins to Doctype HTML Changed manifest to dnn6 manifest file Changed License to HTML view Fixed issue on Metro7/PinkTitle.ascx with double registering of the Actions Changed source folder structure and start folder, so the project works with the default DNN structure on developing Added VS 20...Xenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.9.0: Release Notes Imporved framework architecture Improved the framework security More import/export formats and operations New WebPortal application which includes forum, new, blog, catalog, etc. UIs Improved WebAdmin app. Reports, navigation and search Perfomance optimization Improve Xenta.Catalog domain More plugin interfaces and plugin implementations Refactoring Windows Azure support and much more... Package Guide Source Code - package contains the source code Binaries...Json.NET: Json.NET 4.5 Release 9: New feature - Added JsonValueConverter New feature - Set a property's DefaultValueHandling to Ignore when EmitDefaultValue from DataMemberAttribute is false Fix - Fixed DefaultValueHandling.Ignore not igoring default values of non-nullable properties Fix - Fixed DefaultValueHandling.Populate error with non-nullable properties Fix - Fixed error when writing JSON for a JProperty with no value Fix - Fixed error when calling ToList on empty JObjects and JArrays Fix - Fixed losing deci...DotNetNuke® Community Edition CMS: 07.00.00 CTP (Not for Production Use): NOTE: New Minimum Requirementshttp://www.dotnetnuke.com/Portals/25/Blog/Files/1/3418/Windows-Live-Writer-1426fd8a58ef_902C-MinimumVersionSupport_2.png Simplified InstallerThe first thing you will notice is that the installer has been updated. Not only have we updated the look and feel, but we also simplified the overall install process. You shouldn’t have to click through a series of screens in order to just get your website running. With the 7.0 installer we have taken an approach that a...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.2.2: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...New Projects$linq - A Javascript LINQ library: $linq is a Javascript version of .NET's Linq to Objects, with some query operations inspired by MoreLinq (an extension to Linq to Objects).AIlin: Some math operations with sparse and full matrices, elliptic curves and big numbersCapMvcHospital: Proyecto Hospital MVC para ABM de consultas clínicas y DoctoresChris on SharePoint Solutions: A collection of handy SharePoint solutions to make life easier for Site and Farm administrators.COTFACIL: O projeto visa estudar a integração web, mysql e visual studio 2010, para o estudo e conhecimento geral.Custom People Picker: The custom control which inherits the property of the "People Picker" control to display the items from the list.Data Sampler: The library allows the developer to quickly create dummy data or it can also be used to save a set of data that was originally retrieved from the database.DevelopEnvironment: ????????DotNetNuke Search Engine Sitemaps Provider: The iFinity DotNetNuke Search Engine Sitemaps Provider project generates Search Engine Sitemaps for DotNetNuke installs.Gapper Game: This is a recreation of the GAPPER DOS game that was released in 1986. The original has been abandon, so the Eastern Idaho .Net Users Group is remaking it.GestAdh45: Logiciel de gestion d'une association sportive : - gestion des adhérents/inscriptions - gestion des équipements (inventaire/vérifications)HP Printer Display Hack: A simple application that periodically checks the current price of a selected stock and sends it to the display of networked HP (and compatible) printers.INTELSI SAC: INICIOKnowledge Board Race: FATEC-SP - Engenharia de Software III KBR - Knowledge Board Race Desenvolvimento de um jogo educativo de tabuleiro on-line baseado em perguntas e respostas.MEDICALD PROJ: En este proyecto que lo haremos en equipo cada quien aportara su parte y luego la publicará aca.MVVM for Windows 8: Simple MVVM library for Windows 8.MyProjects: myprojectsNibbleOilWeb: Web Projectntcms: htcms system codingPowerConverter: PowerConverter allows you to change the old PE format to the new Power format for your PowerExtension programs.Primer Proyecto: dfrProject91404: pappapruebacodeplex: FooQuizz: D? án này là m?t ph?n c?a d? án t?t nghi?p. Vui lòng không s? d?ng vào m?c dích thuong m?i khi chua du?c s? d?ng ý c?a tác gi?.Runtime Dynamic Data Model Builder: Runtime Dynamic Data Model Builder lets you to have a Data Access Layer without writing code. It creates the database context and POCO based on Entity FrameworkSchoolProjectShitXD: Just a bunch of crap I am creating in my School,Scripture Reference Parser: Scripture Reference Parser is a library to parse data, including book, chapter, verse, and index, from references from various scriptures.Shadow: Shadow?????WCF??Remoting?ORM??,????????????????????。SharePoint Archive Tweets: Using REST, JSON and OAuth, SharePoint Archive Tweets (SPAT) was born. SPAT is a Microsoft SharePoint 2010 timer application that downloads Twitter timelines.Softech Portal - Vietnamese Portal: Gi?i pháp c?ng thông tin di?n t? thu?n Vi?t cho co quan hành chính Nhà Nu?c testdd09132012git01: sdtestdd09132012git02: ntestdd09132012hg01: dtestdd09132012tfs01: dteste tfs: testeTestRepository: Project Testing repository onlinetesttfs09132012tfs02: nThesis: This is my thesis project. It is about EDAs and Kernel classifiers. The source code is in Matlab.Tiny Contact Manager: Tiny Contact Manager manages collecting customer birthday and registration details and also sending out birthday vouchers.User Group Labs: My Groups: This is one of a series of social modules in the DotNetNuke User Group Labs project. This module allows you to easily lists the groups that a user is a part ofVatConnect: This is a Microsoft Flight Simulator add-on to connect it to the Vatsim network.Web Minesweeper with MVVM and Knockout: This is a common minesweeper game, that is implemented with mvvm in the web, only with html and javascipts libraries...Windows 8 - Using Roaming Storage in a Casual Game: This application demonstrates a simple game written for Windows 8 that illustrates how to utilize the Roaming Data Store for game data synchronization.xamlShow: This project is a demonstration of how to accomplish common tasks using WinRT XAML on Windows 8. This project is, basically, sample code used by Jerry Nixon.YTNet: YT Net is a small library which provides features for searching and downloading YouTube videos.

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  • CodePlex Daily Summary for Thursday, December 23, 2010

    CodePlex Daily Summary for Thursday, December 23, 2010Popular ReleasesSSH.NET Library: 2010.12.23: This release includes some bug fixes and few new fetures. Fixes Allow to retrieve big directory structures ssh-dss algorithm is fixed Populate sftp file attributes New Features Support for passhrase when private key is used Support added for diffie-hellman-group14-sha1,diffie-hellman-group-exchange-sha256 and diffie-hellman-group-exchange-sha1 key exchange algorithms Allow to provide multiple key files for authentication Add support for "keyboard-interactive" authentication method...ASP.NET MVC SiteMap provider: MvcSiteMapProvider 2.3.0: Using NuGet?MvcSiteMapProvider is also listed in the NuGet feed. Learn more... Like the project? Consider a donation!Donate via PayPal via PayPal. Release notesThis will be the last release targeting ASP.NET MVC 2 and .NET 3.5. MvcSiteMapProvider 3.0.0 will be targeting ASP.NET MVC 3 and .NET 4 Web.config setting skipAssemblyScanOn has been deprecated in favor of excludeAssembliesForScan and includeAssembliesForScan ISiteMapNodeUrlResolver is now completely responsible for generating th...SuperSocket, an extensible socket application framework: SuperSocket 1.3 beta 2: Compared with SuperSocket 1.3 beta 1, the changes listed below have been done in SuperSocket 1.3 beta 2: added supports for .NET 3.5 replaced Logging Application Block of EntLib with Log4Net improved the code about logging fixed a bug in QuickStart sample project added IPv6 supportTibiaPinger: TibiaPinger v1.0: TibiaPinger v1.0Media Companion: Media Companion 3.400: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. A manual is included to get you startedPackage that minifies and combines JavaScript and CSS files: Release 1.1: Bug fixes. The package now correctly handles inlined images and image urls in CSS files surrounded by quotes. CombineAndMinify can now be used in conjunction with Microsoft's Sprite and Image Optimization Framework. That framework combines several small images into one, reducing overall load times.Multicore Task Framework: MTF 1.0.1: Release 1.0.1 of Multicore Task Framework.SQL Monitor - tracking sql server activities: SQL Monitor 3.0 alpha 7: 1. added script save/load in user query window 2. fixed problem with connection dialog when choosing windows auth but still ask for user name 3. auto open user table when double click one table node 4. improved alert message, added log only methodOpen NFe: Open NFe 2.0 (Beta): Última versão antes da versão final a ser lançada nos próximos dias.EnhSim: EnhSim 2.2.6 ALPHA: 2.2.6 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Fixing up some r...ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4.3: Helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: Improvements for confirm, popup, popup form RenderView controller extension the user experience for crud in live demo has been substantially improved + added search all the features are shown in the live demoGanttPlanner: GanttPlanner V1.0: GanttPlanner V1.0 include GanttPlanner.dll and also a Demo application.N2 CMS: 2.1 release candidate 3: * Web platform installer support available N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) A bunch of bugs were fixed File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the templ...TweetSharp: TweetSharp v2.0.0.0 - Preview 6: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numer...Team Foundation Server Administration Tool: 2.1: TFS Administration Tool 2.1, is the first version of the TFS Administration Tool which is built on top of the Team Foundation Server 2010 object model. TFS Administration Tool 2.1 can be installed on machines that are running either Team Explorer 2010, or Team Foundation Server 2010.SubtitleTools: SubtitleTools 1.3: - Added .srt FileAssociation & Win7 ShowRecentCategory feature. - Applied UnifiedYeKe to fix Persian search problems. - Reduced file size of Persian subtitles for uploading @OSDB.Facebook C# SDK: 4.1.0: - Lots of bug fixes - Removed Dynamic Runtime Language dependencies from non-dynamic platforms. - Samples included in release for ASP.NET, MVC, Silverlight, Windows Phone 7, WPF, WinForms, and one Visual Basic Sample - Changed internal serialization to use Json.net - BREAKING CHANGE: Canvas Session is no longer support. Use Signed Request instead. Canvas Session has been deprecated by Facebook. - BREAKING CHANGE: Some renames and changes with Authorizer, CanvasAuthorizer, and Authorization ac...NuGet: NuGet 1.0 build 11217.102: Note: this release is slightly newer than RC1, and fixes a couple issues relating to updating packages to newer versions. NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (h...WCF Community Site: WCF Web APIs 10.12.17: Welcome to the second release of WCF Web APIs on codeplex Here is what is new in this release. WCF Support for jQuery - create WCF web services that are easy to consume from JavaScript clients, in particular jQuery. Better support for using JsonValue as dynamic Support for JsonValue change notification events for databinding and other purposes Support for going between JsonValue and CLR types WCF HTTP - create HTTP / REST based web services. This is a minor release which contains fixe...Orchard Project: Orchard 0.9: Orchard Release Notes Build: 0.9.253 Published: 12/16/2010 How to Install OrchardTo install the Orchard tech preview using Web PI, follow these instructions: http://www.orchardproject.net/docs/Installing-Orchard-Using-Web-PI.ashx Web PI will detect your hardware environment and install the application. --OR-- Alternatively, to install the release manually, download the Orchard.Web.0.9.253.zip file. The zip contents are pre-built and ready-to-run. Simply extract the contents of the Orch...New ProjectsArabic Silverlight IE8 Web Slices: Group of IE8 web slices built on SilverlightAssaultCube Special Edition: Making the classic better!Blazonisation: If have emblem of some state, but don't know anything about it, you can use this tool to resolve your problem. Content Maintenance Dashboard: Content Maintenance Dashboard is a package for Umbraco which lets you bulk publlish, unpublish, move and delete of content items.DFTBASP: Drop files on the window choose permissions or Just backup option DMNarrator Manager: A tool for RPG Narrators (and dungeon masters). First version is focused to old Wolrd of DarknessdnnGr2 - Free DotNetNuke Skin: A free DotNetNuke skin initially created for the DotNetNuke Skinning Presentation at the 2nd meeting of the DNN Greek Community.Duplicate File Explorer: File search utility, that also shows what files are duplicate by name. Supports searching up to 3 different folders at one time, excluding folders or extensions and multiple search patterns.Elmax: Yet another easy to use C++ XML parsing library on Windows! Tutorial coming soon!Firemap: Generates a html page which displays key performance statistics of chosen computers. Jumony Guide: Guide for Jumony Milestone 1Loc Tracker: Location tracking system for android and a php server for managing setup of triggers and events to be notified.MBDeveloper: This is my personal project.MECMS: Its an self-developed ecms.Media Companion: Media Companion is a windows program that allows people to catalogue and browse movie and tv episode collections. Folders are scanned and information is automatically gathered from various sources, including posters, fanart and episode screenshots. MOSS 2007 WebPart for SSO to BlackBoard: This project includes a MOSS 2007 WebPart for Single Sign On (SSO) to a Blackboard 9 Learning Management System. Existing projects and code samples do not include resources for SharePoint 2007 (MOSS) or C#. The goal of to provide these missing resources.MutitouchTest Flash AS3 on IOS (iPhone iPad): MutitouchTest Flash AS3 on IOS (iPhone iPad) www.fbair.net ??????Ipad ????? ??, ???????????????????, ???11?. iTouch4 ????5?? ??????? ? ? ??? ???????????. iPad??????????????Netropya XCogen: XCogen is an xml file config generator for Castle, Unity Spring and StructureMap containers. It's a simple console application for post-build action.Nota Algoritmica EUI: Programa que obtiene del moodle de la asignatura las notas y calcula la media final.Powershell CmdLets for Citrix NetScaler: Powershell CmdLets for the Citrix Netscaler product. This enables for querying & modifying the netscaler configuration through powershell.Scenario Framework - BPM Suite: Business Process Management SystemSchool Authorization System: School Authorization SystemSharePoint Delete Dead Users: This is a small WPF Application that presents all dead users it finds and allows the user to delete them from SharePoint. dead users are users that are not found inside active directory. There is also an LDAP Filter to speed up the query from active directorySugataTools: SugataTools are the helper classes that I usually use in my projects.The Phoenix Foundation - OSAL: Another OSAL for Windows (desktop/mobile) & Linux support.TibiaPinger: Tibia Pinger, Tools, Bot, ArkBot, Tibia, NeoBot, TibiaAuto, NG, ElfBottracer: Modernizes the System.Diagnostics trace infrastructure APIs to bring dynamism, testability and composability to .NET logging.uQR: uQR is an Umbraco package which adds the ability to generate dynamic QR Codes to an Umbraco website.User Account Picture Manager: This little app will try to fetch a users picture from active directory (thumbnailPhoto) and sets this picture on Windows Vista/2008/7/2008 R2 as User Account PictureVirtual Shell Service: Virtual Shell Service, is a service that runs on your server allowing trusted users to interact with the system via a sand boxed environment. The service has been designed to support mapping terminal commands in different ways via plugins and XML mappingWindows Live Writer Codehighlighting Plugin For Alex Gorbatchev's SyntaxHighligh: Windows Live Writer Codehighlighting Plugin For Alex Gorbatchev's SyntaxHighlighter. More information about the proect please visit http://tugberkugurlu.com/41

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  • Slick2D + LWJGL collision system

    - by Connor W
    So I've been learning java for a while and have explored slick and lwjgl before but went away from using Slick for a while. But I've recently gone back to using it (as I'm making a platformer and Tiled will be really helpful). But here's where my problems begin: collision. I have a player polygon and I check to see if it's colliding with my tiled map with this method: public static boolean playerCollisionWith() { for(int i = 0; i < Blockmap.entities.size(); i++) { Block entity1 = (Block) Blockmap.entities.get(i); if(playerPoly.intersects(entity1.poly)) { return true; } } return false; } This would work normally but I'm using a different method for movement. Instead of just adding a speed variable to the player's x axis. I move like this: if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { speedX = Math.min(5, speedX + 1); moving = true; playerPoly.setX(x); if(playerCollisionWith()) { speedX = -5; playerPoly.setX(x); } } That Math.min call is what is messing me up =. I can't just call speedX = -5, because when I do the player "bounces" when the right mouse button is down and it's colliding. Bounces as in flashes back and forth REALLY quickly. But I don't really know how I would make it so that collisions on the y axis would work either, whether the player is jumping or not. So if I could get some help with how to fix this problem that would be great. Thank you for the help!

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Restricting joystick within a radius of center

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

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  • How important do you find exception safety to be in your C++ code?

    - by Kai
    Every time I consider making my code strongly exception safe, I justify not doing it because it would be so time consuming. Consider this relatively simple snippet: Level::Entity* entity = new Level::Entity(); entity->id = GetNextId(); entity->AddComponent(new Component::Position(x, y)); entity->AddComponent(new Component::Movement()); entity->AddComponent(new Component::Render()); allEntities.push_back(entity); // std::vector entityById[entity->id] = entity; // std::map return entity; To implement a basic exception guarantee, I could use a scoped pointer on the new calls. This would prevent memory leaks if any of the calls were to throw an exception. However, let's say I want to implement a strong exception guarantee. At the least, I would need to implement a shared pointer for my containers (I'm not using Boost), a nothrow Entity::Swap for adding the components atomically, and some sort of idiom for atomically adding to both the Vector and Map. Not only would these be time consuming to implement, but they would be expensive since it involves a lot more copying than the exception unsafe solution. Ultimately, it feels to me like that time spent doing all of that wouldn't be justified just so that the a simple CreateEntity function is strongly exception safe. I probably just want the game to display an error and close at that point anyway. How far do you take this in your own game projects? Is it generally acceptable to write exception unsafe code for a program that can just crash when there is an exception?

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  • Auto Save and Auto Load Game onto the Device's Storage Concept Question

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game feature only every time the newbies open the first app then continues it on the other day? I tried making a sprite that is moving, starting at the center. When I close and re-open the app, the sprite goes back to the center instead of the last coordinate where the sprite land on this part (i.e. at the top). The thing I want to know how the sequence of saving and loading goes like this: I open the app The starting sprite at the center. It displays a coordinate of the sprite plus number of times does the sprite move. I exit the app that automatically saves the game without notice. Finally, when I re-opened it, it automatically loads the game retaining the number of times the sprite move, coordinates, and the sprite's area landed. These steps above are similar, but not the sprite movement test app, to the sequence of saving and loading the game's level and record in Jewel Stackers for the Android app. And, by default, if there is no SD card in any tab or phone that runs on Android, does it automatically save/load onto the internal drive or the APK file itself? Is it also useful to use auto save and auto load feature for protecting and fetching informations (i.e. fastest time, last time where the sprite is located via coordinates, etc.)?

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • Make Your Menu Item Highlighted

    - by Shaun
    When I was working on the TalentOn project (Promotion in MSDN Chinese) I was asked to implement a functionality that makes the top menu items highlighted when the currently viewing page was in that section. This might be a common scenario in the web application development I think.   Simple Example When thinking about the solution of the highlighted menu items the biggest problem would be how to define the sections (menu item) and the pages it belongs to rather than making the menu highlighted. With the ASP.NET MVC framework we can use the controller – action infrastructure for us to achieve it. Each controllers would have a related menu item on the master page normally. The menu item would be highlighted if any of the views under this controller are being shown. Some specific menu items would be highlighted of that action was invoked, for example the home page, the about page, etc. The check rule can be specified on-demand. For example I can define the action LogOn and Register of Account controller should make the Account menu item highlighted while the ChangePassword should make the Profile menu item highlighted. I’m going to use the HtmlHelper to render the highlight-able menu item. The key point is that I need to pass the predication to check whether the current view belongs to this menu item which means this menu item should be highlighted or not. Hence I need a delegate as its parameter. The simplest code would be like this. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using System.Web.Mvc.Html; 7:  8: namespace ShaunXu.Blogs.HighlighMenuItem 9: { 10: public static class HighlightMenuItemHelper 11: { 12: public static MvcHtmlString HighlightMenuItem(this HtmlHelper helper, 13: string text, string controllerName, string actionName, object routeData, object htmlAttributes, 14: string highlightText, object highlightHtmlAttributes, 15: Func<HtmlHelper, bool> highlightPredicate) 16: { 17: var shouldHighlight = highlightPredicate.Invoke(helper); 18: if (shouldHighlight) 19: { 20: return helper.ActionLink(string.IsNullOrWhiteSpace(highlightText) ? text : highlightText, 21: actionName, controllerName, routeData, highlightHtmlAttributes == null ? htmlAttributes : highlightHtmlAttributes); 22: } 23: else 24: { 25: return helper.ActionLink(text, actionName, controllerName, routeData, htmlAttributes); 26: } 27: } 28: } 29: } There are 3 groups of the parameters: the first group would be the same as the in-build ActionLink method parameters. It has the link text, controller name and action name, etc passed in so that I can render a valid linkage for the menu item. The second group would be more focus on the highlight link text and Html attributes. I will use them to render the highlight menu item. The third group, which contains one parameter, would be a predicate that tells me whether this menu item should be highlighted or not based on the user’s definition. And then I changed my master page of the sample MVC application. I let the Home and About menu highlighted only when the Index and About action are invoked. And I added a new menu named Account which should be highlighted for all actions/views under its Account controller. So my master would be like this. 1: <div id="menucontainer"> 2:  3: <ul id="menu"> 4: <li><% 1: : Html.HighlightMenuItem( 2: "Home", "Home", "Index", null, null, 3: "[Home]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Home" 5: && helper.ViewContext.RouteData.Values["action"].ToString() == "Index")%></li> 5:  6: <li><% 1: : Html.HighlightMenuItem( 2: "About", "Home", "About", null, null, 3: "[About]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Home" 5: && helper.ViewContext.RouteData.Values["action"].ToString() == "About")%></li> 7:  8: <li><% 1: : Html.HighlightMenuItem( 2: "Account", "Account", "LogOn", null, null, 3: "[Account]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Account")%></li> 9: 10: </ul> 11:  12: </div> Note: You need to add the import section for the namespace “ShaunXu.Blogs.HighlighMenuItem” to make the extension method I created below available. So let’s see the result. When the home page was shown the Home menu was highlighted since at this moment it was controller = Home and action = Index. And if I clicked the About menu you can see it turned highlighted as now the action was About. And if I navigated to the register page the Account menu was highlighted since it should be like that when any actions under the Account controller was invoked.   Fluently Language Till now it’s a fully example for the highlight menu item but not perfect yet. Since the most common scenario would be: highlighted when the action invoked, or highlighted when any action was invoked under this controller, we can created 2 shortcut method so for them so that normally the developer will be no need to specify the delegation. Another place we can improve would be, to make the method more user-friendly, or I should say developer-friendly. As you can see when we want to add a highlight menu item we need to specify 8 parameters and we need to remember what they mean. In fact we can make the method more “fluently” so that the developer can have the hints when using it by the Visual Studio IntelliSense. Below is the full code for it. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using System.Web.Mvc.Html; 7:  8: namespace Ethos.Xrm.HR 9: { 10: #region Helper 11:  12: public static class HighlightActionMenuHelper 13: { 14: public static IHighlightActionMenuProviderAfterCreated HighlightActionMenu(this HtmlHelper helper) 15: { 16: return new HighlightActionMenuProvider(helper); 17: } 18: } 19:  20: #endregion 21:  22: #region Interfaces 23:  24: public interface IHighlightActionMenuProviderAfterCreated 25: { 26: IHighlightActionMenuProviderAfterOn On(string actionName, string controllerName); 27: } 28:  29: public interface IHighlightActionMenuProviderAfterOn 30: { 31: IHighlightActionMenuProviderAfterWith With(string text, object routeData, object htmlAttributes); 32: } 33:  34: public interface IHighlightActionMenuProviderAfterWith 35: { 36: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhen(Func<HtmlHelper, bool> predicate); 37: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerMatch(); 38: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerAndActionMatch(); 39: } 40:  41: public interface IHighlightActionMenuProviderAfterHighlightWhen 42: { 43: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes, string highlightText); 44: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes); 45: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass, string highlightText); 46: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass); 47: } 48:  49: public interface IHighlightActionMenuProviderAfterApplyHighlightStyle 50: { 51: MvcHtmlString ToActionLink(); 52: } 53:  54: #endregion 55:  56: public class HighlightActionMenuProvider : 57: IHighlightActionMenuProviderAfterCreated, 58: IHighlightActionMenuProviderAfterOn, IHighlightActionMenuProviderAfterWith, 59: IHighlightActionMenuProviderAfterHighlightWhen, IHighlightActionMenuProviderAfterApplyHighlightStyle 60: { 61: private HtmlHelper _helper; 62:  63: private string _controllerName; 64: private string _actionName; 65: private string _text; 66: private object _routeData; 67: private object _htmlAttributes; 68:  69: private Func<HtmlHelper, bool> _highlightPredicate; 70:  71: private string _highlightText; 72: private object _highlightHtmlAttributes; 73:  74: public HighlightActionMenuProvider(HtmlHelper helper) 75: { 76: _helper = helper; 77: } 78:  79: public IHighlightActionMenuProviderAfterOn On(string actionName, string controllerName) 80: { 81: _actionName = actionName; 82: _controllerName = controllerName; 83: return this; 84: } 85:  86: public IHighlightActionMenuProviderAfterWith With(string text, object routeData, object htmlAttributes) 87: { 88: _text = text; 89: _routeData = routeData; 90: _htmlAttributes = htmlAttributes; 91: return this; 92: } 93:  94: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhen(Func<HtmlHelper, bool> predicate) 95: { 96: _highlightPredicate = predicate; 97: return this; 98: } 99:  100: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerMatch() 101: { 102: return HighlightWhen((helper) => 103: { 104: return helper.ViewContext.RouteData.Values["controller"].ToString().ToLower() == _controllerName.ToLower(); 105: }); 106: } 107:  108: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerAndActionMatch() 109: { 110: return HighlightWhen((helper) => 111: { 112: return helper.ViewContext.RouteData.Values["controller"].ToString().ToLower() == _controllerName.ToLower() && 113: helper.ViewContext.RouteData.Values["action"].ToString().ToLower() == _actionName.ToLower(); 114: }); 115: } 116:  117: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes, string highlightText) 118: { 119: _highlightText = highlightText; 120: _highlightHtmlAttributes = highlightHtmlAttributes; 121: return this; 122: } 123:  124: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes) 125: { 126: return ApplyHighlighStyle(highlightHtmlAttributes, _text); 127: } 128:  129: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass, string highlightText) 130: { 131: return ApplyHighlighStyle(new { @class = cssClass }, highlightText); 132: } 133:  134: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass) 135: { 136: return ApplyHighlighStyle(new { @class = cssClass }, _text); 137: } 138:  139: public MvcHtmlString ToActionLink() 140: { 141: if (_highlightPredicate.Invoke(_helper)) 142: { 143: // should be highlight 144: return _helper.ActionLink(_highlightText, _actionName, _controllerName, _routeData, _highlightHtmlAttributes); 145: } 146: else 147: { 148: // should not be highlight 149: return _helper.ActionLink(_text, _actionName, _controllerName, _routeData, _htmlAttributes); 150: } 151: } 152: } 153: } So in the master page when I need the highlight menu item I can “tell” the helper how it should be, just like this. 1: <li> 2: <% 1: : Html.HighlightActionMenu() 2: .On("Index", "Home") 3: .With(SiteMasterStrings.Home, null, null) 4: .HighlightWhenControllerMatch() 5: .ApplyHighlighStyle(new { style = "background:url(../../Content/Images/topmenu_bg.gif) repeat-x;text-decoration:none;color:#feffff;" }) 6: .ToActionLink() %> 3: </li> While I’m typing the code the IntelliSense will advise me that I need a highlight action menu, on the Index action of the Home controller, with the “Home” as its link text and no need the additional route data and Html attributes, and it should be highlighted when the controller was “Home”, and if it’s highlighted the style should be like this and finally render it to me. This is something we call “Fluently Language”. If you had been using Moq you will see that’s very development-friendly, document-ly and easy to read.   Summary In this post I demonstrated how to implement a highlight menu item in ASP.NET MVC by using its controller – action infrastructure. We can see the ASP.NET MVC helps us to organize our web application better. And then I also told a little bit more on the “Fluently Language” and showed how it will make our code better and easy to be used.   Hope this helps, Shaun   All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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  • What are the maths behind 'Raiden 2' purple laser?

    - by Aybe
    The path of the laser is affected by user input and enemies present on the screen. Here is a video, at 5:00 minutes the laser in question is shown : Raiden II (PS) - 1 Loop Clear - Part 2 UPDATE Here is a test using Inkscape, ship is at bottom, the first 4 enemies are targeted by the plasma. There seems to be a sort of pattern. I moved the ship first, then the handle from it to form a 45° angle, then while trying to fit the curve I found a pattern of parallel handles and continued so until I reached the last enemy. Update, 5/26/2012 : I started an XNA project using beziers, there is still some work needed, will update the question next week. Stay tuned ! Update : 5/30/2012 : It really seems that they are using Bézier curves, I think I will be able to replicate/imitate a plasma of such grade. There are two new topics I discovered since last time : Arc length, Runge's phenomenon, first one should help in having a linear movement possible over a Bézier curve, second should help in optimizing the number of vertices. Next time I will put a video so you can see the progress 8-)

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