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  • SQL Server view: how to add missing rows using interpolation

    - by Christopher Klein
    Running into a problem. I have a table defined to hold the values of the daily treasury yield curve. It's a pretty simple table used for historical lookup of values. There are notibly some gaps in the table on year 4, 6, 8, 9, 11-19 and 21-29. The formula is pretty simple in that to calculate year 4 it's 0.5*Year3Value + 0.5*Year5Value. The problem is how can I write a VIEW that can return the missing years? I could probably do it in a stored procedure but the end result needs to be a view.

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  • Testing a Django view cause "AttributeError: 'NoneType' object has no attribute 'handler500'" error

    - by jack
    I just wanted to start testing a Django view using the code below: from django.test.client import Client c = Client() response = c.get('/search/keyword') print response.content It just throws out following error message: "/usr/local/lib/python2.6/dist-packages/django/test/client.py", line 286, in get response = self.request(**r) File "/usr/local/lib/python2.6/dist-packages/django/test/client.py", line 230, in request response = self.handler(environ) File "/usr/local/lib/python2.6/dist-packages/django/test/client.py", line 74, in __call__ response = self.get_response(request) File "/usr/local/lib/python2.6/dist-packages/django/core/handlers/base.py", line 143, in get_response return self.handle_uncaught_exception(request, resolver, exc_info) File "/usr/local/lib/python2.6/dist-packages/django/core/handlers/base.py", line 178, in handle_uncaught_exception callback, param_dict = resolver.resolve500() File "/usr/local/lib/python2.6/dist-packages/django/core/urlresolvers.py", line 268, in resolve500 return self._resolve_special('500') File "/usr/local/lib/python2.6/dist-packages/django/core/urlresolvers.py", line 258, in _resolve_special callback = getattr(self.urlconf_module, 'handler%s' % view_type) AttributeError: 'NoneType' object has no attribute 'handler500' The view works in browser. What's wrong with above code?

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  • Design view not working in Web Projects in Visual Studio 2008

    - by HenryHey
    When I try to edit an ASPX file with the Design View it freezes for a moment and does nothing, not even an error message. Looking through menus I've seen some strange things: If I go to Tools-Options-HTML Designer it gives me no options on the right panel, just a "Error loading property page" message. When I try to open a file using "Open With..." there should be something like "Web Form - Editor", but it is missing and I can only open them using Code View. I've tried repairing Visual Studio and reinstalling WebDesignerCore, but nothing works. Anyone had the same problem?

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  • How to serve a View as CSV in ASP.NET Web Forms

    - by ChessWhiz
    Hi, I have a MS SQL view that I want to make available as a CSV download in my ASPNET Web Forms app. I am using Entity Framework for other views and tables in the project. What's the best way to enable this download? I could add a HyperLink whose click handler iterates over the view, writes its CSV form to the disk, and then serves that file. However, I'd prefer not to write to the disk if it can be avoided, and that involves iteration code that may be avoided with some other solution. Any ideas?

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  • Create fulltext index on a VIEW

    - by kylex
    Is it possible to create a full text index on a VIEW? If so, given two columns column1 and column2 on a VIEW, what is the SQL to get this done? The reason I'd like to do this is I have two very large tables, where I need to do a FULLTEXT search of a single column on each table and combine the results. The results need to be ordered as a single unit. Suggestions? EDIT: This was my attempt at creating a UNION and ordering by each statements scoring. (SELECT a_name AS name, MATCH(a_name) AGAINST('$keyword') as ascore FROM a WHERE MATCH a_name AGAINST('$keyword')) UNION (SELECT s_name AS name,MATCH(s_name) AGAINST('$keyword') as sscore FROM s WHERE MATCH s_name AGAINST('$keyword')) ORDER BY (ascore + sscore) ASC sscore was not recognized.

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  • Problem With View Helpers

    - by Richard Knop
    I wrote few custom view helpers but I have a little trouble using them. If I add the helper path in controller action like this: public function fooAction() { $this->view->addHelperPath('My/View/Helper', 'My_View_Helper'); } Then I can use the views from that path without a problem. But when I add the path in the bootstrap file like this: protected function _initView() { $this->view = new Zend_View(); $this->view->doctype('XHTML1_STRICT'); $this->view->headScript()->appendFile($this->view->baseUrl() . '/js/jquery-ui/jquery.js'); $this->view->headMeta()->appendHttpEquiv('Content-Type', 'text/html; charset=UTF-8'); $this->view->headMeta()->appendHttpEquiv('Content-Style-Type', 'text/css'); $this->view->headMeta()->appendHttpEquiv('Content-Language', 'sk'); $this->view->headLink()->appendStylesheet($this->view->baseUrl() . '/css/reset.css'); $this->view->addHelperPath('My/View/Helper', 'My_View_Helper'); } Then the view helpers don't work. Why is that? It's too troublesome to add the path in every controller action. Here is an example of how my custom view helpers look: class My_View_Helper_FooBar { public function fooBar() { return 'hello world'; } } I use them like this in views: <?php echo $this->fooBar(); ?> Should I post my whole bootstrap file? UPDATE: Added complete bootstrap file just in case: class Bootstrap extends Zend_Application_Bootstrap_Bootstrap { protected function _initFrontController() { $this->frontController = Zend_Controller_Front::getInstance(); $this->frontController->addModuleDirectory(APPLICATION_PATH . '/modules'); Zend_Controller_Action_HelperBroker::addPath( 'My/Controller/Action/Helper', 'My_Controller_Action_Helper' ); $this->frontController->registerPlugin(new My_Controller_Plugin_Auth()); $this->frontController->setBaseUrl('/'); } protected function _initView() { $this->view = new Zend_View(); $this->view->doctype('XHTML1_STRICT'); $this->view->headScript()->appendFile($this->view->baseUrl() . '/js/jquery-ui/jquery.js'); $this->view->headMeta()->appendHttpEquiv('Content-Type', 'text/html; charset=UTF-8'); $this->view->headMeta()->appendHttpEquiv('Content-Style-Type', 'text/css'); $this->view->headMeta()->appendHttpEquiv('Content-Language', 'sk'); $this->view->headLink()->appendStylesheet($this->view->baseUrl() . '/css/reset.css'); $this->view->addHelperPath('My/View/Helper', 'My_View_Helper'); } protected function _initDb() { $this->configuration = new Zend_Config_Ini(APPLICATION_PATH . '/configs/application.ini', APPLICATION_ENVIRONMENT); $this->dbAdapter = Zend_Db::factory($this->configuration->database); Zend_Db_Table_Abstract::setDefaultAdapter($this->dbAdapter); $stmt = new Zend_Db_Statement_Pdo($this->dbAdapter, "SET NAMES 'utf8'"); $stmt->execute(); } protected function _initAuth() { $this->auth = Zend_Auth::getInstance(); } protected function _initCache() { $frontend= array('lifetime' => 7200, 'automatic_serialization' => true); $backend= array('cache_dir' => 'cache'); $this->cache = Zend_Cache::factory('core', 'File', $frontend, $backend); } public function _initTranslate() { $this->translate = new Zend_Translate('Array', BASE_PATH . '/languages/Slovak.php', 'sk_SK'); $this->translate->setLocale('sk_SK'); } protected function _initRegistry() { $this->registry = Zend_Registry::getInstance(); $this->registry->configuration = $this->configuration; $this->registry->dbAdapter = $this->dbAdapter; $this->registry->auth = $this->auth; $this->registry->cache = $this->cache; $this->registry->Zend_Translate = $this->translate; } protected function _initUnset() { unset($this->frontController, $this->view, $this->configuration, $this->dbAdapter, $this->auth, $this->cache, $this->translate, $this->registry); } protected function _initGetRidOfMagicQuotes() { if (get_magic_quotes_gpc()) { function stripslashes_deep($value) { $value = is_array($value) ? array_map('stripslashes_deep', $value) : stripslashes($value); return $value; } $_POST = array_map('stripslashes_deep', $_POST); $_GET = array_map('stripslashes_deep', $_GET); $_COOKIE = array_map('stripslashes_deep', $_COOKIE); $_REQUEST = array_map('stripslashes_deep', $_REQUEST); } } public function run() { $frontController = Zend_Controller_Front::getInstance(); $frontController->dispatch(); } }

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  • iPhone: Add background button to view when UITableView has no cells

    - by Nic Hubbard
    I have a UITableViewController, when there is no data to populate the UITableView, I want to add a button, which uses an image. So, rather than the user seeing a tableview with no records, they will see an image that says, "No records have been added, Tap to add one", then they click and we create a new one. I assumed I would just hide the UITableView, then create the button, but I never see the button. Here I am using: if ([[fetchedResultsController sections] count] == 0) { self.tableView.hidden = YES; // Create button w/ image UIButton * btn = [UIButton buttonWithType:UIButtonTypeRoundedRect]; btn.frame = CGRectMake(0, 0, 100, 50); [btn setImage:[UIImage imageNamed:@"no-rides.png"] forState:UIControlStateNormal]; [self.view addSubview:btn]; } Ideas on why I would never see the button? When I show this view, it seems to have a transparent background for a second, then changes white...

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  • Android: make a scrollable custom view

    - by Martyn
    Hey, I've rolled my own custom view and can draw to the screen alright, but what I'd really like to do is set the measuredHeigh of the screen to, say, 1000px and let the user scroll on the Y axis, but I'm having problems doing this. Can anyone help? Here's some code: public class TestScreen extends Activity { CustomDrawableView mCustomDrawableView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mCustomDrawableView = new CustomDrawableView(this); setContentView(mCustomDrawableView); } } and public class CustomDrawableView extends View { public CustomDrawableView(Context context) { super(context); setVerticalScrollBarEnabled(true); setMinimumHeight(1000); } @Override protected void onDraw(Canvas canvas) { canvas.drawLine(...); // more drawing } } I've tried to override scrollTo, scrollBy, awakenScrollBars etc with a call to super but to no avail. Am I missing something silly, or am I making some fundamental mistake? Thank you in advance, Martyn

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  • Render view in higher script path with Zend Framework

    - by sander
    Lets assume the following code within a controller: $this->view->addScriptPath('dir1/views/scripts'); $this->view->addScriptPath('dir2/views/scripts'); $this->render('index.phtml'); Where dir1/views/scripts contains 2 files: -index.phtml -table.phtml And dir2/views/scripts: -table.phtml Now, it will render the index.phtml in dir1 since dir 2 doesn't have an index.phtml. Index.phtml looks something like: <somehtml> <?= $this->render('table.phtml') ?> </somehtml> This is where the confusion starts for me. I would expect it to render the table.phtml in the last directory added to the script path stack, but it doesn't. Is there a simple solution/explanation to my problem?

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  • General approach for posting business logic status messages to UI?

    - by generalt
    Hello all. I have been struggling with this question for awhile now, and I haven't reached a conclusion. I'm not typically a UI programmer, so forgive the noobishness. I'm writing a typical application with a UI layer (WPF) and a business layer. I want to post status messages to the UI from the business layer (perhaps deep within the business layer), but I don't want the business layer to have any knowledge of the UI. Is there a generally accepted pattern for this? I was thinking to have a message queue of some sort to which the business layer posts status messages, and have the view model of the UI subscribe to that queue and intercept messages from the queue and route them to the UI. Is that a good approach? Is there somewhere else I should start? Thank you.

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  • First iPhone App View Position Problem

    - by hytparadisee
    I am closely following the instructions given in the tutorial "Your First iPhone Application" on apple ADC. In the interface builder, I have set up a button positioned on the top according to the Apple Interface Guidelines. It runs without trouble if I simulate the interface in IB. However, if I run the built app, I get what is shown here. If you look at the view clearly, you will see that the entire view has been shifted up. And the magnitude of the shift is exactly the height of the status bar. And that's why the there is blank space at the bottom of the window, which was white instead of red. I have tried turning on the "Simulated Interface Elements", but that doesn't work either. The problem persists on real devices as well. However, using the "Simulate Interface" from IB looks fine. Any help is appreciated. Yun Tao

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  • Codeigniter view file looping query

    - by user2505513
    Right, I'm unsure about how to code my view file to generate following query results WITHOUT compromising the principles of mvc. Query in model: SELECT * FROM events GROUP BY country, area ORDER BY country, area View: <?php if (isset($query)):?> <?php foreach ($query as $row):?> <h2><?=$row->country?></h2> <h3><?=$row->area?></h3> <?php endforeach;?> <?php endif;?> I want the results to display: England North South West - utilising the GROUP BY parameter As opposed to: England North England South England West Has anybody any advice as to how to achieve this?

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  • Inline Zend Navigation links in view content saved to db

    - by takeshin
    I'm storing the page content in the database (both as markup and HTML code) and displaying this content in the view (let's say it's CMS or forum post). The this data have also some links to internal pages existing in sitemap (Zend_Navigation object). It's easy to insert the link in page body just by using <a> tag. But the contents of this inline links does not change when I update the sorce XML for Zend Navigation (url's, attributes, ACL permissions). How do you handle this case? Special markup for the link, converting the link using url view helper? Iterate Zend_Navigation object extracting specific link (one by one)?

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  • Behaviour Driven Maturity Model

    - by Michael Stephenson
    Originally posted on: http://geekswithblogs.net/michaelstephenson/archive/2013/07/02/153326.aspxFor anyone who is interested I have written a small paper about the theory behind the BizTalk Maturity Assessment using a generic framework I have called the "Behaviour Driven Maturity Model" and then how it could be applied to the assessment of other subjects.The paper is on the following link:http://btsmaturity.blob.core.windows.net/behaviour-driven-model/Behaviour%20Based%20Maturity%20Model%20-%20Introduction.pdfIf you would like to create a model for a different subject area based on the details of this paper then I would encourage this as much as possible, all I ask is the following:1. Let us know your doing it so we can help tell people about each others activities2. Make it free to the community3. Reference back to BizTalkMaturity.com as the source of your model

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • A Semantic Model For Html: TagBuilder and HtmlTags

    - by Ryan Ohs
    In this post I look into the code smell that is HTML literals and show how we can refactor these pesky strings into a friendlier and more maintainable model.   The Problem When I started writing MVC applications, I quickly realized that I built a lot of my HTML inside HtmlHelpers. As I did this, I ended up moving quite a bit of HTML into string literals inside my helper classes. As I wanted to add more attributes (such as classes) to my tags, I needed to keep adding overloads to my helpers. A good example of this end result is the default html helpers that come with the MVC framework. Too many overloads make me crazy! The problem with all these overloads is that they quickly muck up the API and nobody can remember exactly what order the parameters go in. I've seen many presenters (including members of the ASP.NET MVC team!) stumble before realizing that their view wasn't compiling because they needed one more null parameter in the call to Html.ActionLink(). What if instead of writing Html.ActionLink("Edit", "Edit", null, new { @class = "navigation" }) we could do Html.LinkToAction("Edit").Text("Edit").AddClass("navigation") ? Wouldn't that be much easier to remember and understand?  We can do this if we introduce a semantic model for building our HTML.   What is a Semantic Model? According to Martin Folwer, "a semantic model is an in-memory representation, usually an object model, of the same subject that the domain specific language describes." In our case, the model would be a set of classes that know how to render HTML. By using a semantic model we can free ourselves from dealing with strings and instead output the HTML (typically via ToString()) once we've added all the elements and attributes we desire to the model. There are two primary semantic models available in ASP.NET MVC: MVC 2.0's TagBuilder and FubuMVC's HtmlTags.   TagBuilder TagBuilder is the html builder that is available in ASP.NET MVC 2.0. I'm not a huge fan but it gets the job done -- for simple jobs.  Here's an overview of how to use TagBuilder. See my Tips section below for a few comments on that example. The disadvantage of TagBuilder is that unless you wrap it up with our own classes, you still have to write the actual tag name over and over in your code. eg. new TagBuilder("div") instead of new DivTag(). I also think it's method names are a little too long. Why not have AddClass() instead of AddCssClass() or Text() instead of SetInnerText()? What those methods are doing should be pretty obvious even in the short form. I also don't like that it wants to generate an id attribute from your input instead of letting you set it yourself using external conventions. (See GenerateId() and IdAttributeDotReplacement)). Obviously these come from Microsoft's default approach to MVC but may not be optimal for all programmers.   HtmlTags HtmlTags is in my opinion the much better option for generating html in ASP.NET MVC. It was actually written as a part of FubuMVC but is available as a stand alone library. HtmlTags provides a much cleaner syntax for writing HTML. There are classes for most of the major tags and it's trivial to create additional ones by inheriting from HtmlTag. There are also methods on each tag for the common attributes. For instance, FormTag has an Action() method. The SelectTag class allows you to set the default option or first option independent from adding other options. With TagBuilder there isn't even an abstraction for building selects! The project is open source and always improving. I'll hopefully find time to submit some of my own enhancements soon.   Tips 1) It's best not to have insanely overloaded html helpers. Use fluent builders. 2) In html helpers, return the TagBuilder/tag itself (not a string!) so that you can continue to add attributes outside the helper; see my first sample above. 3) Create a static entry point into your builders. I created a static Tags class that gives me access all the HtmlTag classes I need. This way I don't clutter my code with "new" keywords. eg. Tags.Div returns a new DivTag instance. 4) If you find yourself doing something a lot, create an extension method for it. I created a Nest() extension method that reads much more fluently than the AddChildren() method. It also accepts a params array of tags so I can very easily nest many children.   I hope you have found this post helpful. Join me in my war against HTML literals! I’ll have some more samples of how I use HtmlTags in future posts.

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  • Workaround: XNA 4 importing only part of 3d model from FBX

    - by Vitus
    Recently I found a problem with importing 3D models from FBX files: it sometimes imported partly. That is when you draw a 3D model, loaded from FBX file, processed by content pipeline, you got only part of meshes. “Sometimes” means that you got this error only for some files. Results of my research below. For example, I have 10Mb binary FBX file with a model, looks like: And when I load it, result Model instance contains only part of meshes and looks like: Because models from other files imported normally, I think that it’s a “bad format” file. When you add FBX file to your XNA Content project and build it, imported file processing by XNA Fbx Importer & Processor. On MSDN I found that FbxImporter designed to work with 2006.11 version of FBX format. My file is FBX 2012 format. Ok, I need to convert it to 2006 format. It can be done by using Autodesk FBX Converter 2012.1. I tried to convert it to other versions of FBX formats, but without success. And I also tried to import my FBX file to 3D MAX, and it imported correctly. Then I export model using 3D MAX, and it generate me other FBX, which I add to my XNA project. After that I got full model, that rendered well! So, internal data structure of FBX file is more important for right XNA import, than it version! Unfortunately, Autodesk FBX is not an open file format. If you want to work with FBX, you should use Autodesk FBX SDK. This way you can manually read content of FBX file, and use it everyway. Then I tried to convert my source FBX file to DAE Collada, and result DAE file back to FBX, using FBX Converter (FBX –> DAE –> FBX). The result FBX file can be imported normally.   Conclusion: XNA FbxImporter correct work doesn't depend on version (2006, 2011, etc) and form (binary, ascii) of FBX file. Internal FBX data structure much more important. To make FBX "readable" for XNA Importer you can use double conversion like FBX -> Collada -> FBX You also can use FBX SDK to manually load data from FBX P.S. Autodesk FBX Converter 2012 is more, than simple converter. It provide you tools like: FBX Explorer, which show you structure of FBX file; FBX Viewer, which render content of FBX and provide basic intercation like model move and zoom; FBX Take Manager, which allow to work with embedded animations

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  • asp.net mvc vs angular.js model binding

    - by aw04
    So I've noticed a trend lately of .net web developers using angular.js on the client side of applications and I've become more curious as I play around with angular and compare it to how I would do things in asp.net mvc. I'll give a quick example of what really got me thinking. I recently came across a situation at work (I work in a .net environment) where I needed to create a table bound to a collection of objects that had the ability to add and remove rows/items from the collection. I had an add button that created a new object and appended a row to the end of the table, and a remove button in each row to remove a particular object/row. Using asp.net mvc, I first found myself making an ajax call to the server for each operation, updating the server side model, and refreshing part of the page to show the result in the table. This worked but I didn't really like the idea of calling the server to update the model each time, so I tried to come up with a solution to do this on the client side. It turned out to be quite a task, as I had to generate the html on add with validation and all and the correct indexing for the model binding to work. It got worse on remove, as I ended up with a crazy string replace function to recreate the indexes on each item to satisfy the binding requirements (if an item other than the last is removed, the indexes are no longer correct). Now out of curiosity, I tried to recreate this at home in angular (which I had no experience with) and it took me all of about 10 minutes with simple functions to add and remove items from the client side model. This is just one example, but it seems to me that I'm able to achieve the same results with far fewer calls to the server in angular because of the fact that it binds to a client side model. So my question is, is this a distinct advantage of using a javascript mvc framework or am I somehow under utilizing the power of asp.net mvc and am I right in thinking that these operations should be done on the client and have no business requiring calls to the server?

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  • Telecomunication SID model and resources [on hold]

    - by andygluk
    There is a SID model well-known in telecom industry. Following this model you define resources as resources owned by your enterprise, and then you build resource-oriented services on top of it and then customer-oriented services and so on... So everything is based on enterprise-owned resources, which you have to identify first. What I am looking for and what I am asking is some alternative to this model, build not on enterprise-owned resources, but on resources sell by enterprise. Say, you are selling licenses for using your products. So instead of building model on top of enterprise resources you may be interested to build it on top of licenses you are selling.

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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