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  • CodePlex Daily Summary for Wednesday, May 30, 2012

    CodePlex Daily Summary for Wednesday, May 30, 2012Popular ReleasesOMS.Ice - T4 Text Template Generator: OMS.Ice - T4 Text Template Generator v1.4.0.14110: Issue 601 - Template file name cannot contain characters that are not allowed in C#/VB identifiers Issue 625 - Last line will be ignored by the parser Issue 626 - Usage of environment variables and macrosSilverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.totalem: version 2012.05.30.1: Beta version added function for mass renaming files and foldersAudio Pitch & Shift: Audio Pitch and Shift 4.4.0: Tracklist added on main window Improved performances with tracklist Some other fixesJson.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DBScripterCmd - A command line tool to script database objects to seperate files: DBScripterCmd Source v1.0.2.zip: Add support for SQL Server 2005Indent Guides for Visual Studio: Indent Guides v12.1: Version History Changed in v12.1: Fixed crash when unable to start asynchronous analysis Fixed upgrade from v11 Changed in v12: background document analysis new options dialog with Quick Set selections for behavior new "glow" style for guides new menu icon in VS 11 preview control now uses editor theming highlighting can be customised on each line fixed issues with collapsed code blocks improved behaviour around left-aligned pragma/preprocessor commands (C#/C++) new setting...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...StarTrinity Face Recognition Library: Version 1.2: Much better accuracy????: ????2.0.1: 1、?????。WiX Toolset: WiX v3.6 RC: WiX v3.6 RC (3.6.2928.0) provides feature complete Burn with VS11 support. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/5/28/WiX-v3.6-Release-Candidate-availableJavascript .NET: Javascript .NET v0.7: SetParameter() reverts to its old behaviour of allowing JavaScript code to add new properties to wrapped C# objects. The behavior added briefly in 0.6 (throws an exception) can be had via the new SetParameterOptions.RejectUnknownProperties. TerminateExecution now uses its isolate to terminate the correct context automatically. Added support for converting all C# integral types, decimal and enums to JavaScript numbers. (Previously only the common types were handled properly.) Bug fixe...callisto: callisto 2.0.29: Added DNS functionality to scripting. See documentation section for details of how to incorporate this into your scripts.Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (May 2012): Fixes: unserialize() of negative float numbers fix pcre possesive quantifiers and character class containing ()[] array deserilization when the array contains a reference to ISerializable parsing lambda function fix round() reimplemented as it is in PHP to avoid .NET rounding errors filesize bypass for FileInfo.Length bug in Mono New features: Time zones reimplemented, uses Windows/Linux databaseSharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.1): New fetures:Admin enable / disable match Hide/Show Euro 2012 SharePoint lists (3 lists) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...????SDK for .Net 4.0+(OAuth2.0+??V2?API): ??V2?SDK???: ????SDK for .Net 4.X???????PHP?SDK???OAuth??API???Client???。 ??????API?? ???????OAuth2.0???? ???:????????,DEMO??AppKey????????????????,?????AppKey,????AppKey???????????,?????“????>????>????>??????”.Net Code Samples: Code Samples: Code samples (SLNs).LINQ_Koans: LinqKoans v.02: Cleaned up a bitCommonLibrary.NET: CommonLibrary.NET 0.9.8 - Final Release: A collection of very reusable code and components in C# 4.0 ranging from ActiveRecord, Csv, Command Line Parsing, Configuration, Holiday Calendars, Logging, Authentication, and much more. FluentscriptCommonLibrary.NET 0.9.8 contains a scripting language called FluentScript. Application: FluentScript Version: 0.9.8 Build: 0.9.8.4 Changeset: 75050 ( CommonLibrary.NET ) Release date: May 24, 2012 Binaries: CommonLibrary.dll Namespace: ComLib.Lang Project site: http://fluentscript.codeplex.com...JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.0 RC1 Refresh 2: JayData is a unified data access library for JavaScript developers to query and update data from different sources like webSQL, indexedDB, OData, Facebook or YQL. See it in action in this 6 minutes video: http://www.youtube.com/watch?v=LlJHgj1y0CU RC1 R2 Release highlights Knockout.js integrationUsing the Knockout.js module, your UI can be automatically refreshed when the data model changes, so you can develop the front-end of your data manager app even faster. Querying 1:N relations in W...New Projects5Widgets: 5Widgets is a framework for building HTML5 canvas interfaces. Written in JavaScript, 5Widgets consists of a library of widgets and a controller that implements the MVC pattern. Though the HTML5 standard is gaining popularity, there is no framework like this at the moment. Yet, as a professional developer, I know many, including myself, would really find such a library useful. I have uploaded my initial code, which can definitely be improved since I have not had the time to work on it fu...Azure Trace Listener: Simple Trace Listener outputting trace data directly to Windows Azure Queue or Table Storage. Unlike the Windows Azure Diagnostics Listener (WAD), logging happens immediately and does not rely on (scheduled or manually triggered) Log Transfer mechanism. A simple Reader application shows how to read trace entries and can be used as is or as base for more advanced scenarios.CodeSample2012: Code Sample is a windows tool for saving pieces of codeEncryption: The goal of the Encryption project is to provide solid, high quality functionality that aims at taking the complexity out of using the System.Security.Cryptography namespace. The first pass of this library provides a very strong password encryption system. It uses variable length random salt bytes with secure SHA512 cryptographic hashing functions to allow you to provide a high level of security to the users. Entity Framework Code-First Automatic Database Migration: The Entity Framework Code-First Automatic Database Migration tool was designed to help developers easily update their database schema while preserving their data when they change their POCO objects. This is not meant to take the place of Code-First Migrations. This project is simply designed to ease the development burden of database changes. It grew out of the desire to not have to delete, recreated, and seed the database every time I made an object model change. Function Point Plugin: Function Point Tracability Mapper VSIX for Visual Studio 2010/TFS 2010+FunkOS: dcpu16 operating systemGit for WebMatrix: This is a WebMatrix Extension that allows users to access Git Source Control functions.Groupon Houses: the groupon site for housesLiquifier - Complete serialisation/deserialisation for complex object graphs: Liquifier is a serialisation/deserialisation library for preserving object graphs with references intact. Liquifier uses attributes and interfaces to allow the user to control how a type is serialised - the aim is to free the user from having to write code to serialise and deserialise objects, especially large or complex graphs in which this is a significant undertaking.MTACompCommEx032012: lak lak lakMVC Essentials: MVC Essentials is aimed to have all my learning in the projects that I have worked.MyWireProject: This project manages wireless networks.Peulot Heshbon - Hebrew: This program is for teaching young students math, until 6th grade. The program gives questions for the user. The user needs to answer the question. After 10 questions the user gets his mark. The marks are saved and can be viewed from every run. PlusOne: A .NET Extension and Utility Library: PlusOne is a library of extension and utility methods for C#.Project Support: This project is a simple project management solution. This will allow you to manage your clients, track bug reports, request additional features to projects that you are currently working on and much more. A client will be allowed to have multiple users, so that you can track who has made reports etc and provide them feedback. The solution is set-up so that if you require you can modify the styling to fit your companies needs with ease, you can even have multiple styles that can be set ...SharePoint 2010 Slide Menu Control: Navigation control for building SharePoint slide menuSIGO: 1 person following this project (follow) Projeto SiGO O Projeto SiGO (Sistema de Gerenciamento Odontologico) tem um Escorpo Complexo com varios programas e rotinas, compondo o modulo de SAC e CRM, Finanças, Estoque e outro itens. Coordenador Heitor F Neto : O Projeto SiGo desenvolvido aqui no CodePlex e open source, sera apenas um Prototipo, assim que desenvolmemos os modulos basicos iremos migrar para um servidor Pago e com segurança dos Codigo Fonte e Banco de Dados. Pessoa...STEM123: Windows Phone 7 application to help people find and create STEM Topic details.TIL: Text Injection and Templating Library: An advanced alternative to string.Format() that encapsulates templates in objects, uses named tokens, and lets you define extra serializing/processing steps before injecting input into the template (think, join an array, serialize an object, etc).UAH Exchange: Ukrainian hrivna currency exchangeuberBook: uberBook ist eine Kontakt-Verwaltung für´s Tray. Das Programm syncronisiert sämtliche Kontakte mit dem Internet und sucht automatisch nach Social-Network Profilen Ihrer KontakteWPF Animated GIF: A simple library to display animated GIF images in WPF, usable in XAML or in code.

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  • Use Those Schemas, People!

    - by BuckWoody
    Database Schemas are just containers – they aren’t users or anything else – think of a sub-directory on the hard drive. In early versions of SQL Server we “hid” schemas, placing all objects under “dbo”, which gave the erroneous perception that Schemas are users. In SQL Server 2005, we “un-hid” or re-introduced schemas within the database. Users can have a default schema (a place where their new objects go), you can add new schemas and transfer objects between them, and they have many other benefits. But I still see a lot of applications, developed by shops I know as well as vendors, that don’t make use of a Schema. Everything is piled under dbo. I completely understand this – since permissions can be granted to a schema, they feel a lot like a user, so it’s just easier not to worry about both users and schemas when you create a database. But if you’ll use them properly you can make your application more understandable and portable. You should at least take a few minutes and read more about them – you owe it to your users: http://msdn.microsoft.com/en-us/library/ms190387.aspx Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Formal definition for term "pure OO language"?

    - by Yauhen Yakimovich
    I can't think of a better place among SO siblings to pose such a question. Originally I wanted to ask "Is python a pure OO language?" but considering troubles and some sort of discomfort people experience while trying to define the term I decided to start with obtaining a clear definition for the term itself. It would be rather fair to start with correspondence by Dr. Alan Kay, who has coined the term (note the inspiration in biological analogy to cells or other living objects). There are following ways to approach the task: Give a comparative analysis by listing programming languages that exhibits certain properties unique and sufficient to define the term (although Smalltalk and Java are passing examples but IMO this way seems neither really complete or nor fruitful) Give a formal definition (or close to it, e.g. in more academic or mathematical style). Give a philosophical definition that would totally rely on semantical context of concrete language or a priori programming experience (there must be some chance of successful explanation by the community). My current version: "If a certain programing (formal) language that can (grammatically) differentiate between operations and operands as well as infer about the type of each operand whether this type is an object (in sense of OOP) or not then we call such a language an OO-language as long as there is at least one type in this language which is an object. Finally, if all types of the language are also objects we define such language to be pure OO-language." Would appreciate any possible improvement of it. As you can see I just made the definition dependent on the term "object" (often fully referenced as class of objects).

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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  • UML Diagrams of Multi-Threaded Applications

    - by PersonalNexus
    For single-threaded applications I like to use class diagrams to get an overview of the architecture of that application. This type of diagram, however, hasn’t been very helpful when trying to understand heavily multi-threaded/concurrent applications, for instance because different instances of a class "live" on different threads (meaning accessing an instance is save only from the one thread it lives on). Consequently, associations between classes don’t necessarily mean that I can call methods on those objects, but instead I have to make that call on the target object's thread. Most literature I have dug up on the topic such as Designing Concurrent, Distributed, and Real-Time Applications with UML by Hassan Gomaa had some nice ideas, such as drawing thread boundaries into object diagrams, but overall seemed a bit too academic and wordy to be really useful. I don’t want to use these diagrams as a high-level view of the problem domain, but rather as a detailed description of my classes/objects, their interactions and the limitations due to thread-boundaries I mentioned above. I would therefore like to know: What types of diagrams have you found to be most helpful in understanding multi-threaded applications? Are there any extensions to classic UML that take into account the peculiarities of multi-threaded applications, e.g. through annotations illustrating that some objects might live in a certain thread while others have no thread-affinity; some fields of an object may be read from any thread, but written to only from one; some methods are synchronous and return a result while others are asynchronous that get requests queued up and return results for instance via a callback on a different thread.

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • Documenting your database with Visual Studio 2012 SSDT tools

    - by krislankford
    The title of this post is interesting and something I am wishing you and your colleagues had a better way to do. I understand as I am asked this question frequently. I couple of weeks ago I was asked the same question by a customer who documents their database using the ApexSQL Doc tools which uses the extended properties on objects to create automated documentation. I thought that was super interesting and went down the path to see how we could could support the creation of this documentation while leveraging the Visual Studio 2012 SSDT Tools. What I found is was rather intriguing. There is a property called “Description” on all objects in the SSDT tools. This property is rather subtle and I am betting overlooked. To be honest, this property has probably been there for a while and I just never discovered it. Adding text to this '”Description” property it allows Visual Studio to create the commands for the extended properties directly to your schema which should be version controlled. As I did more digging there seemed to be extended properties at every level in the SQL database objects. This fills some rather challenging gaps and allows organizations to manage SQL Schema using the Visual Studio SQL database tools while allowing a way to automatically document the database. This will also work in the automation of the creation and alter scripts that can be generated as part f an automated build system. Now we essentially get a way to store, build and document the database in a nice little ALM package. Happy Coding!

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Session serialization in JavaEE environment

    - by Ionut
    Please consider the following scenario: We are working on a JavaEE project for which the scalability starts to become an issue. Up until now, we were able to scale up but this is no longer an option. Therefore we need to consider scaling out and preparing the App for a clustered environment. Our main concern right now is serializing the user sessions. Sadly, we did not consider from the beginning the issue and we are encountering the following excetion: java.io.WriteAbortedException: writing aborted; java.io.NotSerializableException: org.apache.catalina.session.StandardSessionFacade I did some research and this exception is thrown because there are objects stored on the session which does not implement the Serializable interface. Considering that all over the app there are quite a few custom objects which are stored on the session without implementing this interface, it would require a lot of tedious work and dedication to fix all these classes declaration. We will fix all this declarations but the main concern is that, in the future, there may be a developer which will add a non Serializable object on the session and break the session serialization & replication over multiple nodes. As a quick overview of the project, we are developing using a home grown framework based on Struts 1 with the Servlet 3.0 API. This means that at this point, we are using the standard session.getAttribute() and session.setAttribute() to work with the session and the session handling is scattered all over the code base. Besides updating the classes of the objects stored on session and making sure that they implement the Serializable interface, what other measures of precaution should we take in order to ensure a reliable Session replication capability on the Application layer? I know it is a little bit late to consider this but what would be the best practice in this case? Furthermore, are there any other issues we should consider regarding this transition? Thank you in advance!

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  • Example of persisting an inheritance relationship using ORM

    - by Schemer
    I have some experience with OOP and RDBs, but very little exposure to web programming. I am trying to understand what non-trivial types of problems are solved by ORM. Of course, I am familiar with the need for data persistence, but I have never encountered a need for persisting relationships between objects, a situation which is indicated in many online articles about ORM. I am not asking about the process of persisting a POJO to a database and restoring it later. Nor am I asking about why ORM frameworks are useful -- or a pain in the butt -- for doing so. I am particularly interested in how the need arises to persist and restore relationships between objects. In various documentation, I have seen many examples of persisting POJOs to a database, but the examples have all been for only very simple objects that are essentially nothing more than records anyway: a constructor, some private fields, and getter/setter methods. The motivation for persisting such an "object-record" seems obvious and trivial. This example: Hibernate ORM Tutorial offers such an example, but goes on to discuss mismatch issues of granularity, inheritance, identity, associations, and navigation that are not motivated by the example. If someone could offer a toy example of an instance where, say, the need arises to persist an inheritance relationship, I would be grateful. This might be blindingly obvious for anyone who has already encountered this situation but I have not and a great deal of searching and reading have not turned up any examples.

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  • Software Design Idea for multi tier architecture

    - by Preyash
    I am currently investigating multi tier architecture design for a web based application in MVC3. I already have an architecture but not sure if its the best I can do in terms of extendability and performance. The current architecure has following components DataTier (Contains EF POCO objects) DomainModel (Contains Domain related objects) Global (Among other common things it contains Repository objects for CRUD to DB) Business Layer (Business Logic and Interaction between Data and Client and CRUD using repository) Web(Client) (which talks to DomainModel and Business but also have its own ViewModels for Create and Edit Views for e.g.) Note: I am using ValueInjector for convering one type of entity to another. (which is proving an overhead in this desing. I really dont like over doing this.) My question is am I having too many tiers in the above architecure? Do I really need domain model? (I think I do when I exposes my Business Logic via WCF to external clients). What is happening is that for a simple database insert it (1) create ViewModel (2) Convert ViewModel to DomainModel for Business to understand (3) Business Convert it to DataModel for Repository and then data comes back in the same order. Few things to consider, I am not looking for a perfect architecure solution as it does not exits. I am looking for something that is scalable. It should resuable (for e.g. using design patterns ,interfaces, inheritance etc.) Each Layers should be easily testable. Any suggestions or comments is much appriciated. Thanks,

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  • Rendering a big game universe - bitmaps or vector graphics?

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Object pools for efficient resource management

    - by GameDevEnthusiast
    How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating lots of small objects which often contain one pointer to some DirectX resource seems like an awful lot of waste. I'm thinking about: Creating a master look-up table to refer to objects by handles (for safety & ease of serialization), much like EntityList in source engine Creating a templated object pool, which will store items contiguously (more cache-friendly, fast iteration, etc.) and the stored elements will be accessed (by external systems) via the global lookup table. The object pool will use the swap-with-last trick for fast removal (it will invoke the object's ~destructor first) and will update the corresponding indices in the global table accordingly (when growing/shrinking/moving elements). The elements will be copied via plain memcpy(). Is it a good idea? Will it be safe to store objects of non-POD types (e.g. pointers, vtable) in such containers? Related post: Dynamic Memory Allocation and Memory Management

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  • How to visualize the design of a program in order to communicate it to others

    - by Joris Meys
    I am (re-)designing some packages for R, and I am currently working out the necessary functions, objects, both internal and for the interface with the user. I have documented the individual functions and objects. So I have the description of all the little parts. Now I need to give an overview of how the parts fit together. The scheme of the motor so to say. I've started with making some flowchart-like graphs in Visio, but that quickly became a clumsy and useless collection of boxes, arrrows and-what-not. So hence the question: Is there specific software you can use for vizualizing the design of your program If so, care to share some tips on how to do this most efficiently If not, how do other designers create the scheme of their programs and communicate that to others? Edit: I am NOT asking how to explain complex processes to somebody, nor asking how to illustrate programming logic. I am asking how to communicate the design of a program/package, i.e.: the objects (with key features and representation if possible) the related functions (with arguments and function if possible) the interrelation between the functions at the interface and the internal functions (I'm talking about an extension package for a scripting language, keep that in mind) So something like this : But better. This is (part of) the interrelations between functions in the old package that I'm now redesigning for obvious reasons :-) PS : I made that graph myself, using code extraction tools on the source and feeding the interrelation matrix to yEd Graph Editor.

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  • Mocking concrete class - Not recommended

    - by Mik378
    I've just read an excerpt of "Growing Object-Oriented Software" book which explains some reasons why mocking concrete class is not recommended. Here some sample code of a unit-test for the MusicCentre class: public class MusicCentreTest { @Test public void startsCdPlayerAtTimeRequested() { final MutableTime scheduledTime = new MutableTime(); CdPlayer player = new CdPlayer() { @Override public void scheduleToStartAt(Time startTime) { scheduledTime.set(startTime); } } MusicCentre centre = new MusicCentre(player); centre.startMediaAt(LATER); assertEquals(LATER, scheduledTime.get()); } } And his first explanation: The problem with this approach is that it leaves the relationship between the objects implicit. I hope we've made clear by now that the intention of Test-Driven Development with Mock Objects is to discover relationships between objects. If I subclass, there's nothing in the domain code to make such a relationship visible, just methods on an object. This makes it harder to see if the service that supports this relationship might be relevant elsewhere and I'll have to do the analysis again next time I work with the class. I can't figure out exactly what he means when he says: This makes it harder to see if the service that supports this relationship might be relevant elsewhere and I'll have to do the analysis again next time I work with the class. I understand that the service corresponds to MusicCentre's method called startMediaAt. What does he mean by "elsewhere"? The complete excerpt is here: http://www.mockobjects.com/2007/04/test-smell-mocking-concrete-classes.html

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • Update to SQL Server Configuration Scripting Utility

    - by Bill Graziano
    Last spring I released a utility to script SQL Server configuration information on CodePlex.  I’ve been making small changes in this application as my needs have changed.  The application is a .NET 2.0 console application.  This utility serves two needs for me.  First it helps with disaster recovery.  All server level objects (logins, jobs, linked servers, audits) are scripted to a single file per object type.  This enables the scripts to be easily run against a DR server.  If these are checked into source control you can view the history of the script and find out what changed and when. The second goal is to capture what changed inside a database.  Objects inside a database (tables, stored procedures, views, etc.) are each scripted to their own file.  This makes it easier to track the changes to an object over time.  This does include permissions and role membership so you can capture security changes.  My assumption is that a database backup is the primary method of disaster recovery for databases so this utility is designed to capture changes to objects.  You can find the full list of changes from the original on the Downloads page on CodePlex.

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Presentation Plugin for NetBeans IDE 7.2

    - by Geertjan
    I got some excellent help from Mark Stephens, who is from IDR Solutions, which produces JPedal. Using the LGPL version of JPedal, and code provided by Mark, it's now possible to right-click the node that appears in the Presentation Window: ...after which, using a file browser (to locate a file on disk) or a URL (a very simple check is done, the URL must start with "http" and end with "pdf"), you can now open PDF files as images (thanks to conversion from PDF to images done by JPedal) into NetBeans IDE, typically (I imagine) for presentation purposes: Note that you should consider the plugin in "alpha" state. But, despite that, I've had good results. Try it and use the URL below, as a control test (since it works fine for me), which produces the result shown above: http://edu.netbeans.org/contrib/slides/netbeans-platform/presentation-4-actions.pdf  However, for some PDFs, the plugin doesn't work, and I don't know why yet (trying to figure it out with Mark), resulting in this stack trace: java.lang.ArrayIndexOutOfBoundsException: 8 at org.jpedal.objects.acroforms.formData.SwingData.completeField(Unknown Source) at org.jpedal.objects.acroforms.rendering.DefaultAcroRenderer.createField(Unknown Source) at org.jpedal.objects.acroforms.rendering.DefaultAcroRenderer.createDisplayComponentsForPage(Unknown Source) at org.jpedal.PDFtoImageConvertor.convert(Unknown Source) at org.jpedal.PdfDecoder.getPageAsImage(Unknown Source) at org.jpedal.PdfDecoder.getPageAsImage(Unknown Source) Here's the location of the plugin, install it into NetBeans IDE 7.2; feedback is very welcome: http://plugins.netbeans.org/plugin/44525

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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