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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • CodePlex Daily Summary for Sunday, September 16, 2012

    CodePlex Daily Summary for Sunday, September 16, 2012Popular ReleasesVisual Studio Icon Patcher: VSIP-1.5.1: This fixes a bug in the 1.5 release where it would crash when no language packs were installed for VS2010.sheetengine - Isometric HTML5 JavaScript Display Engine: sheetengine v1.1.0: This release of sheetengine introduces major drawing optimizations. A background canvas is created with the full drawn scenery onto which only the changed parts are redrawn. For example a moving object will cause only its bounding box to be redrawn instead of the full scene. This background canvas is copied to the main canvas in each iteration. For this reason the size of the bounding box of every object needs to be defined and also the width and height of the background canvas. The example...VFPX: Desktop Alerts 1.0.2: This update for the Desktop Alerts contains changes to behavior for setting custom sounds for alerts. I have removed ALERTWAV.TXT from the project, and also removed DA_DEFAULTSOUND from the VFPALERT.H file. The AlertManager class and Alert class both have a "default" cSound of ADDBS(JUSTPATH(_VFP.ServerName))+"alert.wav" --- so, as long as you distribute a sound file with the file name "alert.wav" along with the EXE, that file will be used. You can set your own sound file globally by setti...MCEBuddy 2.x: MCEBuddy 2.2.15: Changelog for 2.2.15 (32bit and 64bit) 1. Added support for %originalfilepath% to get the source file full path. Used for custom commands only. 2. Added support for better parsing of Media Portal XML files to extract ShowName and Episode Name and download additional details from TVDB (like Season No, Episode No etc). 3. Added support for TVDB seriesID in metadata 4. Added support for eMail non blocking UI testCrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.2: *Added html mail format which shows hierarchical exception report for better understanding.DotNetNuke Search Engine Sitemaps Provider: Version 02.00.00: New release of the Search Engine Sitemap Providers New version - not backwards compatible with 1.x versions New sandboxing to prevent exceptions in module providers interfering with main provider Now installable using the Host->Extensions page New sitemaps available for Active Forums and Ventrian Property Agent Now derived from DotNetNuke Provider base for better framework integration DotNetNuke minimum compatibility raised to DNN 5.2, .NET to 3.5PDF 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...MPC-BE: Media Player Classic BE 1.0.1.0 build 1122: MPC-BE is a free and open source audio and video player for Windows. MPC-BE is based on the original "Media Player Classic" project (Gabest) and "Media Player Classic Home Cinema" project (Casimir666), contains additional features and bug fixes. Supported Operating Systems: Windows XP SP2, Vista, 7 32bit/64bit System Requirements: An SSE capable CPU The latest DirectX 9.0c runtime (June 2010). Install it regardless of the operating system, they all need it. Web installer: http://www.micro...Preactor Object Model: Visual Studio Template .NET 3.5: Visual Studio Template with all the necessary files to get started with POM. You will still need to Get the Preactor.ObjectModel and Preactor.ObjectModleExtensions libraries from Nuget though. You will also need to sign with assembly with a strong name key.Lakana - 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...YTNet: YTNet Version 1.0: YT Net Version 1.0 The first release of the YT Net library. This release supports: - Searching YouTube videos by title - Loading the different versions of a video, ordered by the itag value - Downloading videos The release is well tested witch a bunch of unit tests and two sample applications (A Console and a WPF application).F# 3.0 Sample Pack: FSharp 3.0 Sample Pack for Visual Studio 2012 RTM: F# 3.0 Sample Pack for Visual Studio 2012 RTMANPR MX: ANPR_MX Release 1: ANPR MX Release 1 Features: Correctly detects plate area. Provides potential values for the recognized plate. Allows images 800x600 and below.Cocktail: Cocktail v1.0.1: PrerequisitesVisual Studio 2010 with SP1 (any edition but Express) Optional: Silverlight 4 or 5 Note: Install Silverlight 4 Tools and then the Silverlight 4 Toolkit. Likewise for Silverlight 5 Tools and the Silverlight 5 Toolkit DevForce Express 6.1.8.1 or greater Included in the Cocktail download, DevForce Express requires registration) Important: Install DevForce after all other components. Download contentsDebug and release assemblies API documentation Source code Licens...weber: weber v0.1: first release, creates a basic browser shell and allows user to navigate to web sites.Arduino for Visual Studio: Arduino 1.x for Visual Studio 2012, 2010 and 2008: Register for the forum for more news and updates Version 1209.15 is beta and resolves a number of issues in Visual Studio 2012 and minor debugger fixes for all vs versions. After you have tested a working installation, if you would like to beta the debug tool then email beta at visualmicro.com. Version 1208.19 (click the downloads tab) is considered stable for visual studio 2010 and 2008. Key Features of 1209.10 Support for Visual Studio 2012 (.NET 4.5) Debug tools beta team can re-e...AcDown????? - 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.New ProjectsBadoev1Lab: ???? ?? ??????? ?????????Banking.NET: Banking.NET is a .NET 4 based Home - Banking Application.ColdFire Studio Macro Assembler and Simulator: Integrated ColdFire MCUs macro assembler and simulator. Write programs in ColdFire assembly or load binary code and test them in a simulator. Eve Galaxy Map: EGM provides an API for the host application to visualize data across a 3D rendering of the Eve Online universe, similar to the in-game Star Map.Hamaazan (Rated): hamaazan website + robotHBCI.NET: HBCI.NET is a .NET 3.5 Library, which communicates with your bank account via HBCI 2.2, FinTS 3.0 and 4.0Http Explorer: A GUI for crafting and submitting http requests and viewing the resulting response.LINQ for C++: LINQ for C++ is an attempt to bring LINQ-like list manipulation to C++11.mroftalpdxs: I WANT TO TEST THE POSSILITY OF PUBLICATTION OF THE DOCUMMMENET.my-secondlib: This is Win 8 Test Code RepoNET Library to interface with Zephyr Bluetooth Heart Rate Monitor: .NET Library for interfacing to Zephyr Heart Rate MonitorPkuBookStore: PkuBookStoreSmallTune: SmallTune is an audioplayer with a long tradition, being completely rewritten and redesigned by now.Taylor's Professional Services: CIS470 Team B Senior ProjectTFS Test Case Review: Provides a means to review Test Cases created in Microsoft Test Manager in a clean, easy-to-read interface.Visual Studio 2012 all caps menu option: A Visual Studio 2012 add-in that allows the user to turn all caps in menu titles on and off in the Visual Studio options dialog. XNA Map Editor: This is a Map Editor that is still in development. It's a map editor for a 2D Platformer. Grid tile placement,loading tiles and objects Made with XNA and C#.

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  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

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  • Alt Tab with xdotool and xkeybind

    - by Gary
    I'm trying to map alt tab behavior to a mouse button using xdotool in my .xbindkeysrc. What I want to do is map something like "xdotools keydown alt key Tab" release b:7 but by doing this the alt key gets stuck, and it prevents my other mappings from working until I press the alt key on the keyboard. Is there a way to do this without having to press the alt key to get things unstuck? Without keydown it just switches back and forth between two windows, with keydown it behaves like I want (displaying the alt-tab switcher) but the alt key is stuck. Is there a way to unstick the key after using the alt tab switcher using xdotools?

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

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  • Bing Maps Integrated With ASP.NET Pivot Grid v2010 vol 1

    Check out this slick demo which shows how sales data from the ASPxPivotGrid is plotted and displayed using the Bing.com maps service. The Bing Maps service provides you the capability to plot data geographically on a map. For example, this ASPxPivotGrid shows the quantity of products sold per country: We can plot this data on to a map because the Bing maps services provides developers with a JavaScript API to display maps, locate countries and businesses and create pushpin indicators! Now, we...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Mixing Forms and Token Authentication in a single ASP.NET Application (the Details)

    - by Your DisplayName here!
    The scenario described in my last post works because of the design around HTTP modules in ASP.NET. Authentication related modules (like Forms authentication and WIF WS-Fed/Sessions) typically subscribe to three events in the pipeline – AuthenticateRequest/PostAuthenticateRequest for pre-processing and EndRequest for post-processing (like making redirects to a login page). In the pre-processing stage it is the modules’ job to determine the identity of the client based on incoming HTTP details (like a header, cookie, form post) and set HttpContext.User and Thread.CurrentPrincipal. The actual page (in the ExecuteHandler event) “sees” the identity that the last module has set. So in our case there are three modules in effect: FormsAuthenticationModule (AuthenticateRequest, EndRequest) WSFederationAuthenticationModule (AuthenticateRequest, PostAuthenticateRequest, EndRequest) SessionAuthenticationModule (AuthenticateRequest, PostAuthenticateRequest) So let’s have a look at the different scenario we have when mixing Forms auth and WS-Federation. Anoymous request to unprotected resource This is the easiest case. Since there is no WIF session cookie or a FormsAuth cookie, these modules do nothing. The WSFed module creates an anonymous ClaimsPrincipal and calls the registered ClaimsAuthenticationManager (if any) to transform it. The result (by default an anonymous ClaimsPrincipal) gets set. Anonymous request to FormsAuth protected resource This is the scenario where an anonymous user tries to access a FormsAuth protected resource for the first time. The principal is anonymous and before the page gets rendered, the Authorize attribute kicks in. The attribute determines that the user needs authentication and therefor sets a 401 status code and ends the request. Now execution jumps to the EndRequest event, where the FormsAuth module takes over. The module then converts the 401 to a redirect (302) to the forms login page. If authentication is successful, the login page sets the FormsAuth cookie.   FormsAuth authenticated request to a FormsAuth protected resource Now a FormsAuth cookie is present, which gets validated by the FormsAuth module. This cookie gets turned into a GenericPrincipal/FormsIdentity combination. The WS-Fed module turns the principal into a ClaimsPrincipal and calls the registered ClaimsAuthenticationManager. The outcome of that gets set on the context. Anonymous request to STS protected resource This time the anonymous user tries to access an STS protected resource (a controller decorated with the RequireTokenAuthentication attribute). The attribute determines that the user needs STS authentication by checking the authentication type on the current principal. If this is not Federation, the redirect to the STS will be made. After successful authentication at the STS, the STS posts the token back to the application (using WS-Federation syntax). Postback from STS authentication After the postback, the WS-Fed module finds the token response and validates the contained token. If successful, the token gets transformed by the ClaimsAuthenticationManager, and the outcome is a) stored in a session cookie, and b) set on the context. STS authenticated request to an STS protected resource This time the WIF Session authentication module kicks in because it can find the previously issued session cookie. The module re-hydrates the ClaimsPrincipal from the cookie and sets it.     FormsAuth and STS authenticated request to a protected resource This is kind of an odd case – e.g. the user first authenticated using Forms and after that using the STS. This time the FormsAuth module does its work, and then afterwards the session module stomps over the context with the session principal. In other words, the STS identity wins.   What about roles? A common way to set roles in ASP.NET is to use the role manager feature. There is a corresponding HTTP module for that (RoleManagerModule) that handles PostAuthenticateRequest. Does this collide with the above combinations? No it doesn’t! When the WS-Fed module turns existing principals into a ClaimsPrincipal (like it did with the FormsIdentity), it also checks for RolePrincipal (which is the principal type created by role manager), and turns the roles in role claims. Nice! But as you can see in the last scenario above, this might result in unnecessary work, so I would rather recommend consolidating all role work (and other claims transformations) into the ClaimsAuthenticationManager. In there you can check for the authentication type of the incoming principal and act accordingly. HTH

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  • I have 20 Ubuntu 12.04 LTS machines Some are unable to network with other machines , they all have same workgroup viz. Ubuntu

    - by Gaurang Agrawal
    During installation I updated my workgroup to "Workgroup" , after installation I changed it to ubuntu as I was unable to access computers in network . What changes do I need to make in samba configuration ? I don't know if this is related , shared@shared:~$ testparm Load smb config files from /etc/samba/smb.conf rlimit_max: increasing rlimit_max (1024) to minimum Windows limit (16384) Processing section "[printers]" Processing section "[print$]" Loaded services file OK. Server role: ROLE_STANDALONE Press enter to see a dump of your service definitions [global] workgroup = UBUNTU server string = %h server (Samba, Ubuntu) encrypt passwords = No map to guest = Bad User obey pam restrictions = Yes pam password change = Yes passwd program = /usr/bin/passwd %u passwd chat = Enter\snew\s\spassword:* %n\n Retype\snew\s\spassword:* %n\n password\supdated\ssuccessfully . username map = /etc/samba/smbusers unix password sync = Yes syslog = 0 log file = /var/log/samba/log.%m max log size = 1000 name resolve order = bcast host dns proxy = No usershare allow guests = Yes panic action = /usr/share/samba/panic-action %d idmap config * : backend = tdb [printers] comment = All Printers path = /var/spool/samba create mask = 0700 printable = Yes print ok = Yes browseable = No [print$] comment = Printer Drivers path = /var/lib/samba/printers smbclient -L 192.168.1.108 Enter shared's password: Connection to 192.168.1.108 failed (Error NT_STATUS_HOST_UNREACHABLE)

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Set a drawing viewport while using camera

    - by Mariano
    I'm working with XNA. I already have a basic world made of tiles and a camera using a transform matrix. I have a character moving around and the camera follows. What I want to do now is draw the map only on a certain part of the screen as shown on the figure below. This way I can move the map to the left of the screen and have the other fixed parts shift to the right. Do I need to modify the camera matrix? Make a new viewport?

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • C++11 support for higher-order list functions

    - by Giorgio
    Most functional programming languages (e.g. Common Lisp, Scheme / Racket, Clojure, Haskell, Scala, Ocaml, SML) support some common higher-order functions on lists, such as map, filter, takeWhile, dropWhile, foldl, foldr (see e.g. Common Lisp, Scheme / Racket, Clojure side-by-side reference sheet, the Haskell, Scala, OCaml, and the SML documentation.) Does C++11 have equivalent standard methods or functions on lists? For example, consider the following Haskell snippet: let xs = [1, 2, 3, 4, 5] let ys = map (\x -> x * x) xs How can I express the second expression in modern standard C++? std::list<int> xs = ... // Initialize the list in some way. std::list<int> ys = ??? // How to translate the Haskell expression? What about the other higher-order functions mentioned above? Can they be directly expressed in C++?

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • Reading the tea leaves from Windows Azure support

    - by jamiet
    A few idle thoughts… Three months ago I had an issue regarding Windows Azure where I was unable to login to the management portal. At the time I contacted Azure support, the issue was soon resolved and I thought no more about it. Until today that is when I received an email from Azure support providing a detailed analysis of the root cause, the fix and moreover precise details about when and where things occurred. The email itself is interesting and I have included the entirety of it below. A few things were interesting to me: The level of detail and the diligence in investigating and reporting the issue I found really rather impressive. They even outline the number of users that were affected (127 in case you can’t be bothered reading). Compare this to the quite pathetic support that another division within Microsoft, Skype, provided to Greg Low recently: Skype support and dead parrot sketches   This line: “Windows Azure performed a planned change from using the Microsoft account service (formerly Windows Live ID) to the Azure Active Directory (AAD) as its primary authentication mechanism on August 24th. This change was made to enable future innovation in the area of authentication – particularly for organizationally owned identities, identity federation, stronger authentication methods and compliance certification. ” I also found to be particularly interesting. I have long thought that one of the reasons Microsoft has proved to be such a money-making machine in the enterprise is because they provide the infrastructure and then upsell on top of that – and nothing is more infrastructural than Active Directory. It has struck me of late that they are trying to make the same play of late in the cloud by tying all their services into Azure Active Directory and here we see a clear indication of that by making AAD the authentication mechanism for anyone using Windows Azure. I get the feeling that we’re going to hear much much more about AAD in the future; isn’t it about time we could log on to SQL Azure Windows Azure SQL Database without resorting to SQL authentication, for example? And why do Microsoft have two identity providers – Microsoft Account (aka Windows Live ID) and AAD – isn’t it about time those things were combined? As I said, just some idle thoughts. Below is the transcript of the email if you are interested. @Jamiet  This is regarding the support request <redacted> where in you were not able to login into the windows azure management portal with live id. We are providing you with the summary, root cause analysis and information about permanent fix: Incident Title: You were unable to access Windows Azure Portal after Microsoft Account to Azure Active Directory account Migration. Service Impacted: Management Portal Incident Start Date and Time: 8/24/2012 4:30:00 PM Date and Time Service was Restored: 10/17/2012 12:00:00 AM Summary: Windows Azure performed a planned change from using the Microsoft account service (formerly Windows Live ID) to the Azure Active Directory (AAD) as its primary authentication mechanism on August 24th.   This change was made to enable future innovation in the area of authentication – particularly for organizationally owned identities, identity federation, stronger authentication methods and compliance certification.   While this migration was largely transparent to Windows Azure users, a small number of users whose sign-in names were part of a Windows Live Custom Domain were unable to login.   This incompatibility was not discovered during the Quality Assurance testing phase prior to the migration. Customer Impact: Customers whose sign-in names were part of a Windows Live Custom Domain were unable to sign-in the Management Portal after ~4:00 p.m. PST on August 24th, 2012.   We determined that the issue did impact at least 127 users in 98 of these Windows Live Custom Domains and had a maximum potential impact of 1,110 users in total. Root Cause: The root cause of the issue was an incompatibility in the AAD authentication service to handle logins from Microsoft accounts whose sign-in names were part of a Windows Live Custom Domains.  This issue was not discovered during the Quality Assurance testing phase prior to the migration from Microsoft Account (MSA) to AAD. Mitigations: The issue was mitigated for the majority of affected users by 8:20 a.m. PST on August 25th, 2012 by running some internal scripts to correct many known Windows Live Custom Domains.   The remaining affected domains fell into two categories: Windows Live Custom Domains that were not corrected by 8/25/2012. An additional 48 Windows Live Custom Domains were fixed in the weeks following the incident within 2 business days after the AAD team received an escalation from product support regarding those accounts. Windows Live Custom domains that were also provisioned in Office365. Some of the affected Windows Live Custom Domains had already been provisioned in AAD because their owners signed up for Office365 which is a service that also uses AAD.   In these cases the Azure customers had to work around the issue by renaming their Microsoft Account or using a different Microsoft Account to administer their Azure subscription. Permanent Fix: The Azure Active Directory team permanently fixed the issue for all customers on 10/17/2012 in an upgraded release of the AAD service.

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  • Game maps with "counties" that are split along lines that aren't necessarily straight

    - by pm_2
    I want to create a game environment that supports a 2D map. This is a really basic map, but must be split along lines that are not necessarily straight. So imagine a country with county boundaries. I then want to be able to detect drag / drop events within these counties. What I'm really looking for here is a pointer to where to start on this (how it has been done before - any existing libraries out there), as I'm sure that what I'm trying to do is not new - although I can't find a beginners guide for this anywhere.

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • In a browser, is it best to use one huge spritesheet or many (10000) different PNG's?

    - by Nick
    I'm creating a game in jQuery, where I use about 10000 32x32 tiles. Until now, I have been using them all separately (no sprite sheet). An average map uses about 2000 tiles (sometimes re-used PNG's but all separate divs) and the performance ranges from stable (Chrome) to a bit laggy (Firefox). Each of these divs are positioned absolutely using CSS. They do not need to be updated every tick, just when a new map is loaded. Would it be better for performance to use spritesheet methods for the divs using CSS background-positioning, like gameQuery does? Thank you in advance!

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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