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  • Test to identify your development environment?

    - by lance
    The code has a runtime dependency which is not available in our development environment (and is available in test and prod). It's expensive to actually test for the dependency, and I want to test for the environment instead. if (isDevEnvironment) { // fake it } else { // actually do it } Without using appSettings, what code/technique/test would you use to set isDevEnvironment? Example answers: check machine name (partial or full) check for running instance of Visual Studio check for environment variable I'm hoping for a test I hadn't considered.

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  • c# big paragraph tooltip

    - by jello
    yea so I'm trying to display a paragraph in a tooltip when I hover a certain picture box. The problem is, the tooltip takes that paragraph, and spans it on one line, all accross my screen. How can I make it so that it takes a smaller, more readable area? or, maybe you have another technique to achieve the same thing, but without the tooltip function?

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • Proper way to return an array

    - by Ward
    Hey there, I never seem to get this right. I've got a method that returns a mutable array. What is the proper way to return the array and avoid potential memory leaks? If I plan to store the results locally inside another view controller, does that affect the way the array should be returned? Lastly, what if it's just an non-mutable array? Does that require a different technique? thanks, Howie

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  • Where did the "Polymorphism" word come from?

    - by Alon
    I've always wondered where did the word "Polymorphism" word come from. I know what is polymorphism and I use it of course, but I just don't understand why this technique called polymorphism. Note that I'm not a native English speaker, and I will thank you if you'll use simple English in your answers. Thank you.

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  • Any sample C# project that highlights separate data access layer (using EF) to business logic layer

    - by Greg
    Hi, I'm interested in having a look at a small sample project that would highlight a good technique to separate data access layer (using Entity Framework) to business logic layer. In C# would be good. That is, it would highlight how to pass data between the layer without coupling them. That is, the assumption here is not to use the EF classes in the Business Logic layer, and how to achieve this low coupling, but minimizing plumbing code.

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  • Creating GUI desktop applications that call into either OCaml or Haskell -- Is it a fool's errand?

    - by Rob Lachlan
    In both Haskell and OCaml, it's possible to call into the language from C programs. How feasible would it be to create Native applications for either Windows, Mac, or Linux which made extensive use of this technique? (I know that there are GUI libraries like wxHaskell, but suppose one wanted to just have a portion of your application logic in the foreign language.) Or is this a terrible idea?

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  • Implementing rulers in C# form

    - by Jaosn
    Does anyone have a good technique (or tutorial) to implement rulers in CM within a C# Windows form? I want to display the rulers that indicate your mouse position to allow a more accurate positioning of images.

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  • Caveats of select/poll vs. epoll reactors in Twisted

    - by David
    Everything I've read and experienced ( Tornado based apps ) leads me to believe that ePoll is a natural replacement for Select and Poll based networking, especially with Twisted. Which makes me paranoid, its pretty rare for a better technique or methodology not to come with a price. Reading a couple dozen comparisons between epoll and alternatives shows that epoll is clearly the champion for speed and scalability, specifically that it scales in a linear fashion which is fantastic. That said, what about processor and memory utilization, is epoll still the champ?

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  • How to close a dialouge box from some custom link inside the dialouge box

    - by Ashish
    Hi, I have custom control which i am rendering inside dailouge box. this custom control has a link lable lnkLable. I want to close the opened window when i click on lnkLable. right now i am finding the parent of my conrol which will be dialouge control in the end and then calling the dispose method of that, which i dont feel very good technique to do this. Thanks in advance for your help/suggestions. regards, ashish kalia

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  • How can you open windows program by pressing a button on web page

    - by Dani AM
    How can you open windows program by pressing a button on web page I develop web app in asp.net, and I want to do some action in windows when press button on the web page, For example: when you press Messenger button in http://www.msn.com/?ocid=hmlogout windows live messenger will open in your computer, Is there a certain technique to do that ? thanks for any suggestion. Dani.

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  • How do I use an ADO.NET managed provider in Excel?

    - by Eli
    I have an ADO.NET Managed Data Provider that is registered in machine.config in DbProviderFactory - It is available for use from, say, Analysis Services, so I know it is correctly registered. However, I need to be able to query the managed provider from Excel, but the managed provider doesn't appear as a choice from Data Link Properties | All Ole Db Providers. How do I get an ADO.NET Managed Data Provider to appear there, or is there another technique I need to use? Thanks in advance, Eli.

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  • how to design a database for a specific website.

    - by Steven Spielberg
    i want to design a Database for a website. how i can design it better. are you know any particular thing, tips , technique to design it in better way. in a table of information user can allow to website to show it or hide it. how can i do this like info1 = show info2 = show info3 = show i have a much more field that user can be showed and hide. how i can handle this situation or condition in Database

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  • jquery toggle, prevent clicking during toggle

    - by Stacey
    Given the following jquery code.. $('#toggle').toggle(function() { // perform something }, function() { // perform something else }); Is there any way to prevent the toggle from being fired again if someone clicks while it is performing the function? I referenced http://stackoverflow.com/questions/2489518/tell-jquery-to-ignore-clicks-during-an-animation-sequence and the technique did not work.

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  • Motion detection of a specific object in .net

    - by abinop
    I need to make a .net application where I must detect a specific object the user is holding, using a camera. If the object must have some specific characteristics so that it can be easily recognized and detected from the surrounding space, please give me some tips (ex a green cube?) What would be the best technique/.net library to use? I need to translate in realtime the user's hand movement and display an animation on screen accordingly.

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  • Reservoir sampling

    - by Codenotguru
    to retrieve k random numbers from an array of undetermined size we use a technique called reservoir sampling. Can anybody briefly highlight how it happens with a sample code??

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  • View the Task's activity stack

    - by Mic
    Hi There, I just started developing a simple Android application while I'm still learning its platform. I'm using Eclipse IDE with the ADT plugin 0.9.6 and I need to know if it's possible to view the activity stack that is associated with a Task. Is there any way through the DDMS tool or through any other technique? Thanks in advance for your help/advice. Mic

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  • Kohonen SOM Maps in R Tutorial

    - by Btibert3
    Hi Everyone, I am simply looking for a good tutorial that will walk me through how to create a SOM in R. I am reading Kohonen and Kaski's paper on using the maps to identify the structure of Welfare, and want to try the technique my self. I think many of the examples in R have a lot to be desired. I have looked on the web and didn't find anything that I thought made the process easy to understand. Any help you can provide will be greatly appreciated.

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  • Thread safety in Singleton

    - by Robert
    I understand that double locking in Java is broken, so what are the best ways to make Singletons Thread Safe in Java? The first thing that springs to my mind is: class Singleton{ private static Singleton instance; private Singleton(){} public static synchronized Singleton getInstance(){ if(instance == null) instance = new Singleton(); return instance; } } Does this work? if so, is it the best way (I guess that depends on circumstances, so stating when a particular technique is best, would be useful)

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  • Is EmguCV`s EigenObjectRecognizer uses EigenFace?

    - by Meko
    Hi. I want to learn that is EmguCVs EigenObjectRecognizers has Recognize() method.But I could not found any information that is using which algorithm.I used it in my thesis and I need to know which technique is using that method.I know it uses Eigen Vector and Eigen Values but I am not sure how it uses it. Is any one know could point me ? Thanks.

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  • How to programmatically answer a call?

    - by Tobia Loschiavo
    Hi all, I want to answer a phone call. I found the intent android.intent.action.ANSWER but it seems that the only effect that I obtain is an ActivityNotFoundException. Why? Is it a deprecated intent? How can I achieve answer? I have also heard about the "telnet technique". What is that? Thanks

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  • Gradient Mapping in .NET

    - by Otaku
    Is there a way in .NET to perform the same technique Photoshop uses for Gradient Mapping (Image - Adjustments - Gradient Map [Gradient Editor])? Any ideas, links, code, etc. would be welcome.

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