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  • WinAPI magic and MONO runtime

    - by Luca
    I'm trying to get the same result of a .NET application (see the link Hide TabControl buttons to manage stacked Panel controls for details), but using the MONO runtime instead of the MS .NET runtime. Pratically, when the custom control is executed using the MONO runtime, the underlying message is not sent to the control, causing the tab pages to be shown... Is there a portable solution which is elegant as the linked one? If it is not possible, what are possible workarounds (apart from removing/adding tabs at runtime)?

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  • Magic behind R.java file

    - by LambergaR
    Hi! Recently I have been having quite some problems with R.java file. Now I have decided to do a backup and delete the file to see what happens. Nothing happened, so I created an empty R.java file and hopped for the best. Now Eclipse seems to figure out that the file was tempered with and even issues a warning: R.java was modified manually! Reverting to generated version! And that's all there is. I tried building it manually but got no results. So, I have two questions: 1. what should I do to force Eclipse to generate the file 2. what is happening here? How is the file created, where is the code that is generating the file? I would appreciate any help. As usual the problem occurred just a few days before the deadline :)

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  • WinAPI magic (TCM_ADJUSTRECT message) and MONO runtime

    - by Luca
    I'm trying to get the same result of a .NET application (see the link Hide TabControl buttons to manage stacked Panel controls for details), but using the MONO runtime instead of the MS .NET runtime. Pratically, when the custom control is executed using the MONO runtime, the underlying message is not sent to the control, causing the tab pages to be shown... There is a portable solution which is elegant as the linked one? If it is not possible, what are possible workarounds (apart from removing/adding tabs at runtime)?

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  • Merging exists and not exists into one query - oracle magic

    - by stic
    Hi, In a WHERE part of query we have SELECT * FROM SomeTable st WHERE NOT EXISTS (SELECT 1 FROM Tab t1 WHERE t1.A = st.A OR t1.B = st.A) OR EXISTS (SELECT 1 FROM Tab t2 WHERE (t2.A = st.A OR t2.B = st.A) AND t2.C IS NULL) Seems like a good candidate for merging... But I'm staring on that for an hour without any idea. Would you have some thoughts? Thanks,

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  • magic records being deleted

    - by chris
    i have customised oscommerce to pull in a csv file of products, delete anything thats not with an image/proper description/proper title gets removed. The import runs on a cron job basis pulling information from a supplier, it hasnt run since yesterday but a product has disappeared- Anyone who has used oscommerce will know that, product information is stored over multiple tables. example is- products product_description and so on. the thing that has got me that the information is deleted from the product table but not from the product_description table. The product that is being deleted is a manually input one which carries a special tag/prefix on the model item of the product table. Therefore shouldn't be touched at all. Am clueles as what is going on. Is there mysql integrity checks deleting records? could there be another plugin working on oscommerce?

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  • Where to learn about VS debugger 'magic names'

    - by Gael Fraiteur
    If you've ever used Reflector, you probably noticed that the C# compiler generates types, methods, fields, and local variables, that deserve 'special' display by the debugger. For instance, local variables beginning with 'CS$' are not displayed to the user. There are other special naming conventions for closure types of anonymous methods, backing fields of automatic properties, and so on. My question: where to learn about these naming conventions? Does anyone know about some documentation? My objective is to make PostSharp 2.0 use the same conventions. Thank you!

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  • C# - retrieve file path from config file - @ doesn't do it's magic

    - by Bart
    Hi guys, I'm currently working on a web service that retrieves an XML message, archives it and then processes it further. The archive folder is read from the Web.config. This is what the archive method looks like private void Archive(System.Xml.XmlDocument xmlDocument) { try { string directory = System.Configuration.ConfigurationManager.AppSettings.Get("ArchivePath"); ParseMessage(xmlDocument); directory = string.Format(@"{0}\{1}\{2}", @directory, _senderService, DateTime.Now.ToString("MMMyyyy")); System.IO.Directory.CreateDirectory(directory); string Id = _messageID; string senderService = _senderService; xmlDocument.Save(directory + @"\" + DateTime.Now.ToString("yyyyMMdd_") + Id + "_" + System.Guid.NewGuid().ToString().Substring(0, 13) + ".xml"); } The path structure I retrieve is C:\Program Files\Subfolder\Subfolder. In the development, QA, UAT and PRD environments everything works fine. But on another machine I now need to install the web service on (which I cannot debug, unfortunately), the directory string is 'C:Files'. Just to be sure I double checked the .NET version on the different machines (I thought perhaps the usage of @ before a string was version-dependent); all machines use 2.0.50727. Does anyone recognize this problem? Thanks in advance!

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  • Can PHP Perform Magic Instantiation?

    - by Aiden Bell
    Despite PHP being a pretty poor language and ad-hoc set of libraries ... of which the mix of functions and objects, random argument orders and generally ill-thought out semantics mean constant WTF moments.... ... I will admit, it is quite fun to program in and is fairly ubiquitous. (waiting for Server-side JavaScript to flesh out though) question: Given a class class RandomName extends CommonAppBase {} is there any way to automatically create an instance of any class extending CommonAppBase without explicitly using new? As a rule there will only be one class definition per PHP file. And appending new RandomName() to the end of all files is something I would like to eliminate. The extending class has no constructor; only CommonAppBase's constructor is called. Strange question, but would be nice if anyone knows a solution. Thanks in advance, Aiden (btw, my PHP version is 5.3.2) Please state version restrictions with any answer.

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  • CSS, Internet Explorer and the magic !ie

    - by Kirk Bentley
    I came across this strange bit of CSS tonight... display: inline !ie; Now I've created and seen a lot of CSS and I have never seen this before or it's magical powers. You can add "!ie" at the end of any rule and it will only be applied by M$ Internet Explorer 6 & 7 Can anyone shed any light on this WTF?

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  • last_login_at not working (null) w/ Authlogic Magic Columns...

    - by bgadoci
    I am using the Authlogicgem for authentication and most of it seems to be working great. Authlogic provides several columns that you can add to your Users table (for example) that it knows to fill in if they are present. i.e. login_count, current_login_ip, last_request_at and last_login_at. All seem to be working fine with the exception of the last_login_at field which is null for each user. Is there anything specific that could be causing this perhaps having to do with the user sessions, etc? I can post code if needed but wasn't sure what would relate to this.

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  • dynamic access magic constants in php

    - by Radu
    Hello, Is there a way to shortcut this: function a($where){ echo $where; } function b(){ a(basename(__FILE__).'::'.__FUNCTION__.'()::'.__LINE__); } to something like this: define("__myLocation__", ''.basename(__FILE__).'::'.__FUNCTION__.'()::'.__LINE__.''); function a($where){ echo $where; } function b(){ a(__mYLocation_); } I know that this cannot be done with constants (is just an theoretical example), but I can't find a way to shorthen my code. If a use a function to get my line it will get the line where that function is not the line from where the function was called. I usualy call a function that prints directly to the log file, but in my log I need to know from where the function was called, so i use basename(__FILE__).'::'.__FUNCTION__.'()::'.__LINE__ this will print something like: index.php::b()::6 It is a lot of code when you have over 500 functions in different files. Is there a shorten or better way to do this? Thank you.

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  • Magic Method __set() on a Instantiated Object

    - by streetparade
    Ok i have a problem, sorry if i cant explaint it clear but the code speaks for its self. i have a class which generates objects from a given class name; Say we say the class is Modules: public function name($name) { $this->includeModule($name); try { $module = new ReflectionClass($name); $instance = $module->isInstantiable() ? $module->newInstance() : "Err"; $this->addDelegate($instance); } catch(Exception $e) { Modules::Name("Logger")->log($e->getMessage()); } return $this; } The AddDelegate Method: protected function addDelegate($delegate) { $this->aDelegates[] = $delegate; } The __call Method public function __call($methodName, $parameters) { $delegated = false; foreach ($this->aDelegates as $delegate) { if(class_exists(get_class($delegate))) { if(method_exists($delegate,$methodName)) { $method = new ReflectionMethod(get_class($delegate), $methodName); $function = array($delegate, $methodName); return call_user_func_array($function, $parameters); } } } The __get Method public function __get($property) { foreach($this->aDelegates as $delegate) { if ($delegate->$property !== false) { return $delegate->$property; } } } All this works fine expect the function __set public function __set($property,$value) { //print_r($this->aDelegates); foreach($this->aDelegates as $k=>$delegate) { //print_r($k); //print_r($delegate); if (property_exists($delegate, $property)) { $delegate->$property = $value; } } //$this->addDelegate($delegate); print_r($this->aDelegates); } class tester { public function __set($name,$value) { self::$module->name(self::$name)->__set($name,$value); } } Module::test("logger")->log("test"); // this logs, it works echo Module::test("logger")->path; //prints /home/bla/test/ this is also correct But i cant set any value to class log like this Module::tester("logger")->path ="/home/bla/test/log/"; The path property of class logger is public so its not a problem of protected or private property access. How can i solve this issue? I hope i could explain my problem clear.

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  • Black Magic in Grails Data Binding!?

    - by Tiago Alves
    As described in http://n4.nabble.com/Grails-Data-Binding-for-One-To-Many-Relationships-with-REST-tp1754571p1754571.html i'm trying to automatically bind my REST data. I understand now that for one-to-many associations the map that is required for the data binding must have a list of ids of the many side such as: [propName: propValue, manyAssoc: [1, 2]] However, I'm getting this exception Executing action [save] of controller [com.example.DomainName] caused exception: org.springframework.orm.hibernate3.HibernateSystemException: IllegalArgumentException occurred calling getter of com.example.DomainName.id; nested exception is org.hibernate.PropertyAccessException: IllegalArgumentException occurred calling getter of com.example.DomainName.id However, even weirder is the update action that is generated for the controller. There we have the databinding like this: domainObjectInstance.properties = params['domainObject'] But, and this is the really weird thing, params['domainObject'] is null! It is null because all the domainObject fields are passed directly in the params map itself. If I change the above line to domainObjectInstance.properties = null the domainObject is still updated! Why is this happening and more important, how can I bind my incoming XML automatically if it comes in this format (the problem is the one-to-many associations): <product> <name>Table</name> <brand id="1" /> <categories> <category id="1" /> <category id="2" /> </categories> </product>

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  • Magic Method __set() on a Instanciated Object

    - by streetparade
    Ok i have a problem, sorry if i cant explaint it clear but the code speaks for its self. i have a class which generates objects from a given class name; Say we say the class is Modules: public function name($name) { $this->includeModule($name); try { $module = new ReflectionClass($name); $instance = $module->isInstantiable() ? $module->newInstance() : "Err"; $this->addDelegate($instance); } catch(Exception $e) { Modules::Name("Logger")->log($e->getMessage()); } return $this; } The AddDelegate Method: protected function addDelegate($delegate) { $this->aDelegates[] = $delegate; } The __call Method public function __call($methodName, $parameters) { $delegated = false; foreach ($this->aDelegates as $delegate) { if(class_exists(get_class($delegate))) { if(method_exists($delegate,$methodName)) { $method = new ReflectionMethod(get_class($delegate), $methodName); $function = array($delegate, $methodName); return call_user_func_array($function, $parameters); } } } The __get Method public function __get($property) { foreach($this->aDelegates as $delegate) { if ($delegate->$property !== false) { return $delegate->$property; } } } All this works fine expect the function __set public function __set($property,$value) { //print_r($this->aDelegates); foreach($this->aDelegates as $k=>$delegate) { //print_r($k); //print_r($delegate); if (property_exists($delegate, $property)) { $delegate->$property = $value; } } //$this->addDelegate($delegate); print_r($this->aDelegates); } class tester { public function __set($name,$value) { self::$module->name(self::$name)->__set($name,$value); } } Module::test("logger")->log("test"); // this logs, it works echo Module::test("logger")->path; //prints /home/bla/test/ this is also correct But i cant set any value to class log like this Module::tester("logger")->path ="/home/bla/test/log/"; The path property of class logger is public so its not a problem of protected or private property access. How can i solve this issue? I hope i could explain my problem clear.

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • Word 2003: Bullet style renamed; is there some way to reverse this?

    - by Margaret
    I have a machine that seems to have had its bullet style permanently changed - I previously was creating a document which had a question/answer format, where the answers were bullet points, so I created a style for them. The problem is, it seems to have stuck. If you click the "Bullet" button, the paragraph is formatted in the style. I've tried deleting the style in Normal.dot, and even deleting the Normal.dot file in the entirely - neither seems to fix the problem. Anyone have any other bright ideas on how to fix it?

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Apple MagicMouse randomly loses connection

    - by Yuval
    My Magic Mouse periodically randomly loses connection to my macbook, sitting approximately a foot and a half away from it. There are no software updates available for Snow Leopard (10.6.3). I have a bluetooth keyboard (that sits a little closer to the macbook, though I'm not sure this is the issue) that rarely suffers from this problem. Google results mostly suggest to update the software but I have the most updated version of it already. Does anybody have any idea what could be causing the issue? Is this simply a defective mouse? Additional info: I tried replacing the batteries with new ones, making sure they are sitting tightly in their position with no change in behavior (still disconnects periodically). Also, this doesn't seem to be a problem that the mouse is turning itself off to save battery - it does not reconnect when I move or click it. If I wait long enough (a couple of minutes) it reconnects on its own. Otherwise I have to go to the bluetooth menu with my macbook touchpad and choose "yuval's mouse - Connect"

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  • Can I import an outline into powerpoint

    - by justintime
    I would like to create a bullet point powerpoint in a text file (or Word document) and then import it into Powerpoint 2007 Slide 1 title - bullet 1 - bullet 2 - subpoint - bullet 3 Slide 2 title - bullet 1 - bullet 2 I find that powerpoint makes one think too much about form to the exclusion of content. Answers of the form Don't use Powerpoint might not go down to well with our corporate presentation style police !

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  • Why my /usr/share/file/magic is not found, in PHP at CentOS?

    - by Vincenzo
    This is what I'm doing: $ php <?php $finfo=finfo_open(FILEINFO_MIME, '/usr/share/file/magic'); This is what I'm getting: PHP Notice: finfo_open(): Warning: description `8-bit ISDN mu-law compressed (CCITT G.721 ADPCM voice data enco' truncated in - on line 2 PHP Notice: finfo_open(): Warning: description `8-bit ISDN mu-law compressed (CCITT G.721 ADPCM voice data enco' truncated in - on line 2 PHP Notice: finfo_open(): Warning: <= not supported in - on line 2 PHP Notice: finfo_open(): Warning: <= not supported in - on line 2 PHP Notice: finfo_open(): Warning: <= not supported in - on line 2 PHP Notice: finfo_open(): Warning: >= not supported in - on line 2 PHP Warning: finfo_open(): Failed to load magic database at '/usr/share/file/magic'. in - on line 2 This is a clean CentOS 5.5 installation, PHP 5.3. The file /usr/share/file/magic exists and is accessible.

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  • Is MarshalByRefObject special?

    - by Vilx-
    .NET has a thing called remoting where you can pass objects around between separate appdomains or even physical machines. I don't fully understand how the magic is done, hence this question. In remoting there are two base ways of passing objects around - either they can be serialized (converted to a bunch of bytes and the rebuilt at the other end) or they can inherit from MarshalByRefObject, in which case .NET makes some transparent proxies and all method calls are forwarded back to the original instance. This is pretty cool and works like magic. And I don't like magic in programming. Looking at the MarshalByRefObject with the Reflector I don't see anything that would set it apart from any other typical object. Not even a weird internal attribute or anything. So how is the whole transparent proxy thing organized? Can I make such a mechanism myself? Can I make an alternate MyMarshalByRefObject which would not inherit from MarshalByRefObject but would still act the same? Or is MarshalByRefObject receiving some special treatment by the .NET engine itself and the whole remoting feat is non-duplicatable by mere mortals?

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); 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(); } /// <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); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <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) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <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) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Hello, T4MVC &ndash; Goodbye, ASP.NET MVC &ldquo;magic strings&rdquo;

    - by Brian Schroer
    I’m working on my first ASP.NET MVC project, and I really, really like MVC. I hate all of the “magic strings”, though: <div id="logindisplay"> <% Html.RenderPartial("LogOnUserControl"); %> </div> <div id="menucontainer"> <ul id="menu"> <li><%=Html.ActionLink("Find Dinner", "Index", "Dinners")%></li> <li><%=Html.ActionLink("Host Dinner", "Create", "Dinners")%></li> <li><%=Html.ActionLink("About", "About", "Home")%></li> </ul> </div> They’re prone to misspelling (causing errors that won’t be caught until runtime), there’s duplication, there’s no Intellisense, and they’re not friendly to refactoring tools.   I had started down the path of creating static classes with constants for the strings, e.g.: <li><%=Html.ActionLink("Find Dinner", DinnerControllerActions.Index, Controllers.Dinner)%></li> …but that was pretty tedious.   Then I discovered T4MVC (http://mvccontrib.codeplex.com/wikipage?title=T4MVC). Just add its T4MVC.tt and T4MVC.settings.t4 files to the root of your MVC application, and it magically (and this time, it’s good magic) generates code that allows you to replace the first code sample above with this: <div id="logindisplay"> <% Html.RenderPartial(MVC.Shared.Views.LogOnUserControl); %> </div> <div id="menucontainer"> <ul id="menu"> <li><%=Html.ActionLink("Find Dinner", MVC.Dinners.Index())%></li> <li><%=Html.ActionLink("Host Dinner", MVC.Dinners.Create())%></li> <li><%=Html.ActionLink("About", MVC.Home.About())%></li> </ul> </div> It gives you a strongly-typed alternative to magic strings for all of these scenarios: Html.Action Html.ActionLink Html.RenderAction Html.RenderPartial Html.BeginForm Url.Action Ajax.ActionLink view names inside controllers But wait, there’s more! It even gives you static helpers for image and script links, e.g.: <img src="<%= Links.Content.nerd_jpg %>" />   <script src="<%= Links.Scripts.Map_js %>" type="text/javascript"></script> …instead of: <img src="/Content/nerd.jpg" />   <script src="/Scripts/Map.js" type="text/javascript"></script>   Thanks to David Ebbo for creating this great tool. You can watch an eight and a half minute video about T4MVC on Channel 9 via this link: http://channel9.msdn.com/posts/jongalloway/Jon-Takes-Five-with-David-Ebbo-on-T4MVC/. You can download T4MVC from its CodePlex page: http://mvccontrib.codeplex.com/wikipage?title=T4MVC.

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