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  • Customizing The Fusion Applications Simplified UI (aka FUSE)

    - by Richard Bingham
    Everyone who has seen it is impressed by the new Simplified UI, providing self-service workers the ease-of-use that they expect from a modern web application. As always, people want and need to make small adjustments, especially in the Cloud, and thankfully even in its first release there is good support for this. The main features are: Configuring the branding and look-and-feel (known as a theme) of the Simplified UI. Adding you own custom announcements to the Simplified UI homepage. Using Page Composer to edit component properties, such as re-label text or hiding unwanted fields. Using MDS Sandboxes to manage groups of related customizations. Using Application Composer to adjust the fields available in certain Simplified UI pages. These are demonstrated in the video embedded below, available as part of our YouTube channel, as well as being documented in the extensibility guide. &amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;quot;&amp;amp;amp;amp;gt;&amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;gt; As mentioned, this is the first release of this capability so if there is something you're stuck on please use our forum and we'll try to help, or if you have a requirement for a new Simplified UI customization, please add a comment below.

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  • Are specific types still necessary?

    - by MKO
    One thing that occurred to me the other day, are specific types still necessary or a legacy that is holding us back. What I mean is: do we really need short, int, long, bigint etc etc. I understand the reasoning, variables/objects are kept in memory, memory needs to be allocated and therefore we need to know how big a variable can be. But really, shouldn't a modern programming language be able to handle "adaptive types", ie, if something is only ever allocated in the shortint range it uses fewer bytes, and if something is suddenly allocated a very big number the memory is allocated accordinly for that particular instance. Float, real and double's are a bit trickier since the type depends on what precision you need. Strings should however be able to take upp less memory in many instances (in .Net) where mostly ascii is used buth strings always take up double the memory because of unicode encoding. One argument for specific types might be that it's part of the specification, ie for example a variable should not be able to be bigger than a certain value so we set it to shortint. But why not have type constraints instead? It would be much more flexible and powerful to be able to set permissible ranges and values on variables (and properties). I realize the immense problem in revamping the type architecture since it's so tightly integrated with underlying hardware and things like serialization might become tricky indeed. But from a programming perspective it should be great no?

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • Extension objects pattern

    - by voroninp
    In this MSDN Magazine article Peter Vogel describes Extension Objects partten. What is not clear is whether extensions can be later implemented by client code residing in a separate assembly. And if so how in this case can extension get acces to private members of the objet being extended? I quite often need to set different access levels for different classes. Sometimes I really need that descendants does not have access to the mebmer but separate class does. (good old friend classes) Now I solve this in C# by exposing callback properties in interface of the external class and setting them with private methods. This also alows to adjust access: read only or read|write depending on the desired interface. class Parent { private int foo; public void AcceptExternal(IFoo external) { external.GetFooCallback = () => this.foo; } } interface IFoo { Func<int> GetFooCallback {get;set;} } Other way is to explicitly implement particular interface. But I suspect more aspproaches exist.

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • How can I design my classes for a calendar based on database events?

    - by Gianluca78
    I'm developing a web calendar in php (using Symfony2) inspired by iCal for a project of mine. At this moment, I have two classes: a class "Calendar" and a class "CalendarCell". Here you are the two classes properties and method declarations. class Calendar { private $month; private $monthName; private $year; private $calendarCellList = array(); private $translator; public function __construct($month, $year, $translator) {} public function getCalendarCells() {} public function getMonth() {} public function getMonthName() {} public function getNextMonth() {} public function getNextYear() {} public function getPreviousMonth() {} public function getPreviousYear() {} public function getYear() {} private function calculateDaysPreviousMonth() {} private function calculateNumericDayOfTheFirstDayOfTheWeek() {} private function isCurrentDay(\DateTime $dateTime) {} private function isDifferentMonth(\DateTime $dateTime) {} } class CalendarCell { private $day; private $month; private $dayNameAbbreviation; private $numericDayOfTheWeek; private $isCurrentDay; private $isDifferentMonth; private $translator; public function __construct(array $parameters) {} public function getDay() {} public function getMonth() {} public function getDayNameAbbreviation() {} public function isCurrentDay() {} public function isDifferentMonth() {} } Each calendar day can includes many events stored in a database. My question is: which is the best way to manage these events in my classes? I think to add a eventList property in CalendarCell and populate it with an array of CalendarEvent objects fetched by the database. This kind of solution doesn't allow other coders to reuse the classes without db (because I should inject at least a repository services also) just to create and visualize a calendar... so maybe it could be better to extend CalendarCell (for instance in CalendarCellEvent) and add the database features? I feel like I'm missing some crucial design pattern! Any suggestion will be very appreciated!

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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  • Robust way to keep records of software releases?

    - by japreiss
    We release a number of small plug-ins that go along with our software. Each plug-in allows our software to talk to a single manufactuer's hardware. I would like to devise a system for keeping track of plug-in releases. Example info that should be stored: Hardware manufacturer name 32-bit? 64-bit? both? What modes of operation does the hardware support? What versions of the manufacturer's driver have been tested with the plugin? Desirable properties of the system: Able to synchronize with version control software Stores data in human-readable text file (also good for differ tool) Free visual, spreadsheet-like editor available Able to do simple analysis like "What is the oldest plug-in?" I've got to imagine that someone else has tackled this problem already. Right now my best guess is XML/JSON with a visual editor, but I have been disappointed in the editors I've tried so far. I'd like to get input from some more experienced developers. Thanks!

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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  • UDK - How to make sure a PhysicalMaterial mask actually works?

    - by tomacmuni
    Hello, I have been reading the documentation for UDK about physical materials and masks. I have my 1bit BMP mask, and the two physical material assets I want to shoot off in the black and white channels. I have applied my material to both a rigid body and to a skeletal mesh and neither apparently uses the mask. If I assign a regular physical material (one that doesn't use a mask) then it will work fine, but this defeats the point because it gives only one hit reaction. In the documentation it states that it is possible to extend a class on which we want to use a physical material based on the KActor class's usage. How to do that? Here is the quote: "The following properties [ie, ImpactEffect - Particle system to spawn at the point of impact + ImpactSound - Sound to play when an impact occurs] allow you to attach sounds and effects to physical collisions. These only work on classes which support them, which at the moment is only KActor. By looking at the implementation in KActor though, you can add this functionality to other classes (or you can subclass KActor)." Essentially, how to make sure a PhysicalMaterial mask actually works? What code could be added to a skeletal mesh class perhaps, to get it going? Any help appreciated.

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  • Changing the Default Install Location of an MSI

    - by PSteele
    A few months ago, I had to tweak an MSI installer.  It was installing into a specific directory (named the same as the application) underneath Program Files.  Since the location of Program Files can change from machine to machine, the MSI has a special token you can use for Program Files (as well as for the application name).  So the current value for “DefaultLocation” of the Application Folder was: [ProgramFilesFolder]\[ProductName] During installation, these tokens would be replaced by the actual location based on the current machine. I needed to change this to a specific folder underneath the users My Documents directory.  I poked around the help file and I could not find where these special tokens (like “[ProgramFilesFolder]”) were defined.  Obviously, there must be some specific set of values that are available and I’m sure My Documents is one of them. I finally found them documented so I’m posting the link here.  Hopefully, it will help someone else out.  Not sure where I found this link… System Folder Properties For me, it was as easy as changing the DefaultLocation to: [PersonalFolder]\MyToolName\Application Technorati Tags: .NET,MSI

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • How to modify partitions after install?

    - by ChocoDeveloper
    I wanted to have Ubuntu with full disk encryption on one big partition, and Windows on a small one. In 12.04, only the Server Edition installer has full disk encryption, so I used that and then installed ubuntu-desktop. When it asked for the size, I reduced it from ~999GB to ~750gb. Now after the install, on both gparted and disk utility I see /dev/sda2 taking ~931GB, and nothing unallocated, so I can't create a partition for windows. I got the size right, because when I right-click inside a folder, then hit 'properties', I see Free space: ~690GB (I don't know why it's not ~750GB, but at least it's not 900). The command df -h shows the same. So what can I do? Normally I would just resize a partition with gparted to create unallocated space, then create the partition. But here I have two problems: gparted does not seem to be showing the correct values, and also it says it does not support LUKS so I'm afraid it will mess things up. Any thoughts?

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  • Freeze on Boot WindowsXP

    - by kyle
    Ok first off I know I should have Windows 7 but i don't Its a really old computer and i'm not sure if it can run the latest OS of ubuntu but i'm trying any whay so here are my specs or what i could have gathered from the computer(viruses are every where and most of the drivers are gone) Specs OS WindowsXP(it isn't letting me know which one that is blocked) Graphics card(can't access device manger it is blocked also) graphics card is 2003-2004 era though ram 512mb last time i checked USB(Drivers Gone) Wireless Card(Drivers Gone) Lan Card(Drivers Gone) Audio(Drivers Gone) CD Drive (it runs and works but i can't check its properties that's blocked to) Computer Dell Inspiron 600m Good News I have the Driver CD for everything Bad News I Don't have the OS CD I know the Computer is trash but i want to flash it anyway and just install linux(ubuntu) The second problem is it doesn't even want to load the CD all the way it is just stuck at the Ubuntu Screen with all the bubbles orange and if i resart it just does it again. any help would be nice. EDIT: okay i tried the first comment and it said i need a firmware file from http://wireless.kernel.org/en/users/Drivers/b43#devicefirmware the firmware is b43/ucode5.fw, b43-open/ucode5.fw is there any other way of installing this firmware without being in the Ubuntu because what I have read is I need to be in Ubuntu to do this... Thanks for all the help you are giving me i have read your comments but i don't want to wait another two hours downloading that if i can get it working on this...

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • On installing nvidia drivers on 12.10 I get "Bad return status for module build on kernel: 3.5.0-19-generic (x86_64)"

    - by james
    New Ubuntu user - just recently made the mistake of trying a different nvidia driver. I'd managed to get the last (nvidia-current) one working through software sources a few weeks ago. The other day I tried to cross over to nvidia-experimental-310 and this produced a system error. Swapping back and forth between proprietary drivers now always causes an error and I can't get any of them to work. Installing through the terminal I get this error message every time: Building initial module for 3.5.0-19-generic Error! Bad return status for module build on kernel: 3.5.0-19-generic (x86_64) Consult /var/lib/dkms/nvidia-experimental-310/310.14/build/make.log for more information On rebooting, I end up with the crappy screen resolution and the thick black border around the screen. I use gksudo software-properties-gtk to bring up sources, where I can change back to the nouveau driver, which restores my screen. After that I can't find /var/lib/dkms/nvidia-experimental-310/310.14/build/make.log so I can't tell you what's inside. Any ideas what might be preventing the nvidia driver from installing? SOLUTION FOUND Okay - so I have a workaround. This is what has worked: Upgrade to kernel 3.7.0 as detailed here upgrade to latest version of the nvidia drivers as detailed here No idea what was happening with kernel 3.5.0-19, but this seems to be better. A little slower maybe on boot, but after days of messing around it's nice to have something that works.

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  • Quick Fix for GlassFish/MySQL NoPasswordCredential Found

    - by MarkH
    Just the other day, I stood up a GlassFish 3.1.2 server in preparation for a new web app we've developed. Since we're using MySQL as the back-end database, I configured it for MySQL (driver) and created the requisite JDBC resource and supporting connection pool. Pinging the finished pool returned a success, and all was well. Until we fired up the app, that is -- in this case, after a weekend. Funny how things seem to break when you leave them alone for a couple of days. :-) Strangely, the error indicated "No PasswordCredential found". Time to re-check that pool. All the usual properties and values were there (URL, driverClass, serverName, databaseName, portNumber, user, password) and were populated correctly. Yes, the password field, too. And it had pinged successfully. So why the problem? A bit of searching online produced enough relevant material to offer promise. I didn't take notes as I was investigating the cause (note to self), but here were the general steps I took to resolve the issue: First, per some guidance I had found, I tried resetting the password value to nothing (using () for a value). Of course, this didn't fix anything; the database account requires a password. And when I tried to put the value back, GlassFish politely refused. Hmm. I'd seen that some folks created a new pool to replace the "broken" one, and while that did work for them, it seemed to simply side-step the issue. So I deleted the password property - which GlassFish allowed me to do - and restarted the domain. Once I was back in, I re-added the password property and its value, saved it, and pinged...success! But now to the app for the litmus test. The web app worked, and everything and everyone was now happy. Not bad for a Monday.  :-D Hope this helps, Mark

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  • ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

    - by Telanor
    I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like that, but I've checked over and over and as far as I can tell, everything matches. This is the full error message: D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] This is the vertex shader's input signature as seen in PIX: // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // COLOR 0 xyzw 2 NONE float The HLSL structure looks like this: struct VertexShaderInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Color: COLOR0; }; The input layout, from PIX, is: The C# structure holding the data looks like this: [StructLayout(LayoutKind.Sequential)] public struct PositionColored { public static int SizeInBytes = Marshal.SizeOf(typeof(PositionColored)); public static InputElement[] InputElements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }; Vector3 position; Vector3 normal; Vector4 color; #region Properties ... #endregion public PositionColored(Vector3 position, Vector3 normal, Vector4 color) { this.position = position; this.normal = normal; this.color = color; } public override string ToString() { StringBuilder sb = new StringBuilder(base.ToString()); sb.Append(" Position="); sb.Append(position); sb.Append(" Color="); sb.Append(Color); return sb.ToString(); } } SizeInBytes comes out to 40, which is correct (4*3 + 4*3 + 4*4 = 40). Can anyone find where the mistake is?

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  • Change the Log Level of Node Manager.

    - by adejuanc
    This is useful to troubleshoot issues related to Node Manager, such as problems starting a Managed Server or reasons a server could be (re)started. To change the Log Level of Node Manager, you need to edit the nodemanager.properties file. This is usually located at: <MIDDLEWARE_HOME>/wlserver_10.3/common/nodemanager What you need to modify is property: ...LogLevel=INFO... Information about the appropriate values for this property is available in the Node Manager Documentation at 10.3 WebLogic Documentation (and in further releases) which states: LogLevel: Severity level of logging used for the Node Manager log. Node Manager uses the same logging levels as WebLogic Server. Default value: INFO However, this is incorrect. WLS has its own implementation of LogLevel, but Node Manager uses the standard Log Level from the java.util.logging.Level class. Therefore, the possible values for Node Manager LogLevel, in descending order are: SEVERE (highest value) WARNING INFO CONFIG FINE FINER FINEST (lowest value) The highest value provides only messages at the severe level. The warning level provides warning messages and severe messages, and so on. Besides those levels, ALL and OFF are also accepted. For example, if you only want Severe messages to be logged, select SEVERE. If you need the most detailed tracing available, select FINEST. For more information on what it will log at each level, please read the Java SE API for LoggingLevel.

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  • Do ALL your variables need to be declared private? [closed]

    - by skizeey
    Possible Duplicate: Why do we need private variables? I know that it's best practice to stay safe, and that we should always prevent others from directly accessing a class' properties. I hear this all the time from university professors, and I also see this all the time in a lot of source code released on the App Hub. In fact, professors say that they will actually take marks off for every variable that gets declared public. Now, this leaves me always declaring variables as private. No matter what. Even if each of these variables were to have both a getter and a setter. But here's the problem: it's tedious work. I tend to quickly lose interest in a project every time I need to have a variable in a class that could have simply been declared public instead of private with a getter and a setter. So my question is, do I really need to declare all my variables private? Or could I declare some variables public whenever they require both a getter and a setter?

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  • Community TFS Build Manager available for Visual Studio 2012 RC

    - by Jakob Ehn
    I finally got around to push out a version of the Community TFS Build Manager that is compatible with Visual Studio 2012 RC. Unfortunately I had to do this as a separate extension, it references different versions of the TFS assemblies and also some properties and methods that the 2010 version uses are now obsolete in the TFS 2012 API. To download it, just open the Extension Manager, select Online and search for TFS Build:   You can also download it from this link: http://visualstudiogallery.msdn.microsoft.com/cfdb84b4-285e-4eeb-9fa9-dad9bfe2cd10 The functionality is identical to the 2010 version, the only difference is that you can’t start it from the Team Explorer Builds node (since the TE has been completely rewritten and the extension API’s are not yet published). So, to start it you must use the Tools menu: We will continue shipping updates to both versions in the future, as long as it functionality that is compatible with both TFS 2010 and TFS 2012. You might also note that the color scheme used for the build manager doesn’t look as good with the VS2012 theme….   Hope you will enjoy the tool in Visual Studio 2012 as well. I want to thank all the people who have downloaded and used the 2010 version! For feedback, feature requests, bug reports please post this to the CodePlex site: http://tfsbuildextensions.codeplex.com

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  • Is application-specific data required for good unit testing?

    - by stinkycheeseman
    I am writing unit tests for a fairly simple function that depends on a fairly complicated set of data. Essentially, the object I am manipulating represents a graph and this function determines whether to chart a line, bar, or pie chart based on the data that came back from the server. This is a simplified version, using jQuery: setDefaultChartType: function (graphObject) { var prop1 = graphObject.properties.key; var numCols = 0; $.each(graphObject.columns, function (colIndex, column) { numCols++; }); if ( numCols > 6 || ( prop1 > 1 && graphObject.data.length == 1) ) { graphObject.setChartType("line"); } else if ( numCols <=6 && prop1 == 1 ) { graphObject.setChartType("bar"); } else if ( numCols <=6 && prop1 > 1 ) { graphObject.setChartType("pie"); } } My question is, should I use mock data that is procured from the actual database? Or can I just fabricate data that fits the different cases? I'm afraid that fabricating data will not expose bugs arising from changes in the database, but on the other hand, it would require a lot more effort to keep the test data up-to-date that I'm not sure is necessary.

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  • New functionality in TFS Build Manager &ndash; Managing Triggers and Build Resources

    - by Jakob Ehn
    Yesterday we pushed out a new release (August 2012) of the Community TFS Build Extension, including a new version of the Community TFS Build Manager (1.0.4.6) The two big new features in the Build Manager in this release are: Set Triggers It is now possible to select one or more build definitions and update the triggers for them in one simple operation: You’ll note that we have started collapsing the context menu a bit, the list of commands are getting long! When selecting the Trigger command, you’ll see a dialog where the options should be self-explanatory: The only thing missing here is the Scheduled trigger option, you’ll have to do that using Team Explorer for now.   Manage Build Resources The other feature is that it is now possible to view the build controllers and agents in your current collection and also perform some actions against them. The new functionality is available by select the Build Resources item in the drop down menu: Selecting this, you’ll see a (sort of) hierarchical view of the build controllers and their agents: In this view you can quickly see all the resources and their status. You can also view the build directory of each build agent and the tags that are associated with them. On the action menu, you can enable and disable both agents and controllers (several at a time), and you can also select to remove them. By selecting Manage, you’ll be presented with the standard Manage Controller dialog from Visual Studio where you can set the rest of the properties. Hopefully we’ll be able to implement most of the existing functionality so that we can remove that menu option Our plan is to add more functionality to this view, such as adding new agents/controllers, restarting build service hosts, maybe view diagnostic information such as disk space and error logs.   Hope you’ll find the new functionality useful. Remember to log any bugs and feature requests on the CodePlex site. Happy building!

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  • Rectangular Raycasting?

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

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  • Type of AI to tackle this problem?

    - by user1154277
    I posted this on stackoverflow but want to get your recommendations as well as a user on overflow recommended I post it here. I'm going to say from the beginning that I am not a programmer, I have a cursory knowledge of different types of AI and am just a businessman building a web app. Anyways, the web app I am investing in to develop is for a hobby of mine. There are many part manufacturers, product manufacturers, upgrade and addon manufacturers etc. for hardware/products in this hobby's industry. Currently, I am in the process of building a crowd sourced platform for people who are knowledgeable to go in and mark up compatibility between those parts as its not always clear cut if they are for example: Manufacturer A makes a "A" class product, and manufacturer B makes upgrade/part that generally goes with class "A" products, but is for one reason or another not compatible with Manufacturer A's particular "A" class product. However, a good chunk (60%-70%) of the products/parts in the database can have their compatibility inferenced by their properties, For example: Part 1 is type "A" with "X" mm receiver and part 2 is also Type "A" with "X" mm interface and thus the two parts are compatible.. or Part 1 is a 8mm gear, thus all bushings of 8mm from any manufacturer is compatible with part 1. Further more, all gears can only have compatibility relationships in the database with bushing and gear boxes, but there can be no meaningful compatibility between a gear and a rail, or receiver since those parts don't interface. Now what I want is an AI to be able to learn from the decisions of the crowdsourced platform community and be able to inference compatibility for new parts/products based on their tagged attributes, what type of part they are etc. What would be the best form of AI to tackle this? I was thinking a Expert System, but explicitly engineering all of the knowledge rules would be daunting because of the complex relations between literally tens of thousands of parts, hundreds of part types and many manufacturers. Would a ANN (neural network) be ideal to learn from the many inputs/decisions of the crowdsource platform users? Any help/input is much appreciated.

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