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  • Replacing ASP.NET Forms Authentication with WIF Session Authentication (for the better)

    - by Your DisplayName here!
    ASP.NET Forms Authentication and WIF Session Authentication (which has *nothing* to do with ASP.NET sessions) are very similar. Both inspect incoming requests for a special cookie that contains identity information, if that cookie is present it gets validated and if that is successful, the identity information is made available to the application via HttpContext.User/Thread.CurrentPrincipal. The main difference between the two is the identity to cookie serialization engine that sits below. Whereas ForsmAuth can only store the name of the user and an additional UserData string. It is limited to a single cookie and hardcoded to protection via the machine key. WIF session authentication in turn has these additional features: Can serialize a complete ClaimsPrincipal (including claims) to the cookie(s). Has a cookie overflow mechanism when data gets too big. In total it can create up to 8 cookies (á 4 KB) per domain (not that I would recommend round tripping that much data). Supports server side caching (which is an extensible mechanism). Has an extensible mechanism for protection (DPAPI by default, RSA as an option for web farms, and machine key based protection is coming in .NET 4.5) So in other words – session authentication is the superior technology, and if done cleverly enough you can replace FormsAuth without any changes to your application code. The only features missing is the redirect mechanism to a login page and an easy to use API to set authentication cookies. But that’s easy to add ;) FormsSessionAuthenticationModule This module is a sub class of the standard WIF session module, adding the following features: Handling EndRequest to do the redirect on 401s to the login page configured for FormsAuth. Reads the FormsAuth cookie name, cookie domain, timeout and require SSL settings to configure the module accordingly. Implements sliding expiration if configured for FormsAuth. It also uses the same algorithm as FormsAuth to calculate when the cookie needs renewal. Implements caching of the principal on the server side (aka session mode) if configured in an AppSetting. Supports claims transformation via a ClaimsAuthenticationManager. As you can see, the whole module is designed to easily replace the FormsAuth mechanism. Simply set the authentication mode to None and register the module. In the spirit of the FormsAuthentication class, there is also now a SessionAuthentication class with the same methods and signatures (e.g. SetAuthCookie and SignOut). The rest of your application code should not be affected. In addition the session module looks for a HttpContext item called “NoRedirect”. If that exists, the redirect to the login page will *not* happen, instead the 401 is passed back to the client. Very useful if you are implementing services or web APIs where you want the actual status code to be preserved. A corresponding UnauthorizedResult is provided that gives you easy access to the context item. The download contains a sample app, the module and an inspector for session cookies and tokens. Let’s hope that in .NET 4.5 such a module comes out of the box. HTH

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • My First Iteration Zero

    - by onefloridacoder
    I recently watched a web cast that covered the idea of planning from the concept stage to the product backlog.  It was the first content I had seen related to Iteration Zero and it made a lot of sense from a planning and engagement perspective where the customer is concerned.  It illuminated some of the problems I’ve experienced with getting a large project of the ground.  The idea behind this is to just figure out get everyone to understand what needs to be constructed and to build the initial feature set from a *very* high level.  Once that happens other parts of the high level construction start to take place.  You end up with a feature list that describes what the business wants the system to do, and what it potentially may (or may not) interact with.  Low tech tools are used to create UI mockups that can be used as a starting point for some of the key UI pieces. Toward the end of the webcast they speaker introduced something that was new to me.  He referred to it as an executable skeleton or the steel thread.  The idea with this part of the webcast was to describe walking through the different mocked layers of the application.  Not all layers and collaborators are involved at this stage since it’s Iteration Zero, and each layer is either hard-coded or completely mocked to provide a 35K foot view of how the different layers layers work together.  So imagine two actors on each side of a layer diagram and the flow goes down from the upper left side down through a a consumer, thorough a service layer and then back up the service layer to the destination/actor. I would imagine much could be discussed moving through new/planned or existing/legacy layers, or a little of both to see what’s implied by the current high-level design. One part of the web cast has the business and design team creating the product box (think of your favorite cereal or toy box) with all of the features and even pictures laid out on the outside of the box.  The notion here is that if you handed this box to someone and told them your system was inside they would have an understanding of what the system would be able to do, or the features it could provide.    One of the interesting parts of the webcast was where the speaker described that he worked with a couple of groups in the same room and each group came up with a different product box – the point is that each group had a different idea of what the system was supposed to do.  At this point of the project I thought that to be valuable considering my experience has been that historically this has taken longer than a week to realize that the business unit and design teams see the high level solution differently.  Once my box is finished I plan on moving to the next stage of solution definition which is to plan the UI for this small application using Excel, to map out the UI elements.  I’m my own customer so it feels like cheating, but taking these slow deliberate steps have already provided a few learning opportunities.    So I resist the urge to load all of my user stories into my newly installed VS2010  TFS project and try to reduce or add to, the number of user stories and/or refine the high level estimates I’ve come up with so far.

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  • When to use Aspect Oriented Architecture (AOA/AOD)

    When is it appropriate to use aspect oriented architecture? I think the only honest answer to this question is that it depends on the context for which the question is being asked. There really are no hard and fast rules regarding the selection of an architectural model(s) for a project because each model provides good and bad benefits. Every system is built with a unique requirements and constraints. This context will dictate when to use one type of architecture over another or in conjunction with others. To me aspect oriented architecture models should be a sub-phase in the architectural modeling and design process especially when creating enterprise level models. Personally, I like to use this approach to create a base architectural model that is defined by non-functional requirements and system quality attributes.   This general model can then be used as a starting point for additional models because it is targets all of the business key quality attributes required by the system.Aspect oriented architecture is a method for modeling non-functional requirements and quality attributes of a system known as aspects. These models do not deal directly with specific functionality. They do categorize functionality of the system. This approach allows a system to be created with a strong emphasis on separating system concerns into individual components. These cross cutting components enables a systems to create with compartmentalization in regards to non-functional requirements or quality attributes.  This allows for the reduction in code because an each component maintains an aspect of a system that can be called by other aspects. This approach also allows for a much cleaner and smaller code base during the implementation and support of a system. Additionally, enabling developers to develop systems based on aspect-oriented design projects will be completed faster and will be more reliable because existing components can be shared across a system; thus, the time needed to create and test the functionality is reduced.   Example of an effective use of Aspect Oriented ArchitectureIn my experiences, aspect oriented architecture can be very effective with large or more complex systems. Typically, these types of systems have a large number of concerns so the act of defining them is very beneficial for reducing the system’s complexity because components can be developed to address each concern while exposing functionality to the other system components. The benefits to using the aspect oriented approach as the starting point for a system is that it promotes communication between IT and the business due to the fact that the aspect oriented models are quality attributes focused so not much technical understanding is needed to understand the model.An example of this can be in developing a new intranet website. Common Intranet Concerns: Error Handling Security Logging Notifications Database connectivity Example of a not as effective use of Aspect Oriented ArchitectureAgain in my experiences, aspect oriented architecture is not as effective with small or less complex systems in comparison.  There is no need to model concerns for a system that has a limited amount of them because the added overhead would not be justified for the actual benefits of creating the aspect oriented architecture model.  Furthermore, these types of projects typically have a reduced time schedule and a limited budget.  The creation of the Aspect oriented models would increase the overhead of a project and thus increase the time needed to implement the system. An example of this is seen by creating a small application to poll a network share for new files and then FTP them to a new location.  The two primary concerns for this project is to monitor a network drive and FTP files to a new location.  There is no need to create an aspect model for this system because there will never be a need to share functionality amongst either of these concerns.  To add to my point, this system is so small that it could be created with just a few classes so the added layer of componentizing the concerns would be complete overkill for this situation. References:Brichau, Johan; D'Hondt, Theo. (2006) Aspect-Oriented Software Development (AOSD) - An Introduction. Retreived from: http://www.info.ucl.ac.be/~jbrichau/courses/introductionToAOSD.pdf

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  • How to write simple code using TDD [migrated]

    - by adeel41
    Me and my colleagues do a small TDD-Kata practice everyday for 30 minutes. For reference this is the link for the excercise http://osherove.com/tdd-kata-1/ The objective is to write better code using TDD. This is my code which I've written public class Calculator { public int Add( string numbers ) { const string commaSeparator = ","; int result = 0; if ( !String.IsNullOrEmpty( numbers ) ) result = numbers.Contains( commaSeparator ) ? AddMultipleNumbers( GetNumbers( commaSeparator, numbers ) ) : ConvertToNumber( numbers ); return result; } private int AddMultipleNumbers( IEnumerable getNumbers ) { return getNumbers.Sum(); } private IEnumerable GetNumbers( string separator, string numbers ) { var allNumbers = numbers .Replace( "\n", separator ) .Split( new string[] { separator }, StringSplitOptions.RemoveEmptyEntries ); return allNumbers.Select( ConvertToNumber ); } private int ConvertToNumber( string number ) { return Convert.ToInt32( number ); } } and the tests for this class are [TestFixture] public class CalculatorTests { private int ArrangeAct( string numbers ) { var calculator = new Calculator(); return calculator.Add( numbers ); } [Test] public void Add_WhenEmptyString_Returns0() { Assert.AreEqual( 0, ArrangeAct( String.Empty ) ); } [Test] [Sequential] public void Add_When1Number_ReturnNumber( [Values( "1", "56" )] string number, [Values( 1, 56 )] int expected ) { Assert.AreEqual( expected, ArrangeAct( number ) ); } [Test] public void Add_When2Numbers_AddThem() { Assert.AreEqual( 3, ArrangeAct( "1,2" ) ); } [Test] public void Add_WhenMoreThan2Numbers_AddThemAll() { Assert.AreEqual( 6, ArrangeAct( "1,2,3" ) ); } [Test] public void Add_SeparatorIsNewLine_AddThem() { Assert.AreEqual( 6, ArrangeAct( @"1 2,3" ) ); } } Now I'll paste code which they have written public class StringCalculator { private const char Separator = ','; public int Add( string numbers ) { const int defaultValue = 0; if ( ShouldReturnDefaultValue( numbers ) ) return defaultValue; return ConvertNumbers( numbers ); } private int ConvertNumbers( string numbers ) { var numberParts = GetNumberParts( numbers ); return numberParts.Select( ConvertSingleNumber ).Sum(); } private string[] GetNumberParts( string numbers ) { return numbers.Split( Separator ); } private int ConvertSingleNumber( string numbers ) { return Convert.ToInt32( numbers ); } private bool ShouldReturnDefaultValue( string numbers ) { return String.IsNullOrEmpty( numbers ); } } and the tests [TestFixture] public class StringCalculatorTests { [Test] public void Add_EmptyString_Returns0() { ArrangeActAndAssert( String.Empty, 0 ); } [Test] [TestCase( "1", 1 )] [TestCase( "2", 2 )] public void Add_WithOneNumber_ReturnsThatNumber( string numberText, int expected ) { ArrangeActAndAssert( numberText, expected ); } [Test] [TestCase( "1,2", 3 )] [TestCase( "3,4", 7 )] public void Add_WithTwoNumbers_ReturnsSum( string numbers, int expected ) { ArrangeActAndAssert( numbers, expected ); } [Test] public void Add_WithThreeNumbers_ReturnsSum() { ArrangeActAndAssert( "1,2,3", 6 ); } private void ArrangeActAndAssert( string numbers, int expected ) { var calculator = new StringCalculator(); var result = calculator.Add( numbers ); Assert.AreEqual( expected, result ); } } Now the question is which one is better? My point here is that we do not need so many small methods initially because StringCalculator has no sub classes and secondly the code itself is so simple that we don't need to break it up too much that it gets confusing after having so many small methods. Their point is that code should read like english and also its better if they can break it up earlier than doing refactoring later and third when they will do refactoring it would be much easier to move these methods quite easily into separate classes. My point of view against is that we never made a decision that code is difficult to understand so why we are breaking it up so early. So I need a third person's opinion to understand which option is much better.

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  • CacheAdapter 2.4 – Bug fixes and minor functional update

    - by Glav
    Note: If you are unfamiliar with the CacheAdapter library and what it does, you can read all about its awesome ability to utilise memory, Asp.Net Web, Windows Azure AppFabric and memcached caching implementations via a single unified, simple to use API from here and here.. The CacheAdapter library is receiving an update to version 2.4 and is currently available on Nuget here. Update: The CacheAdapter has actualy just had a minor revision to 2.4.1. This significantly increases the performance and reliability in memcached scenario under more extreme loads. General to moderate usage wont see any noticeable difference though. Bugs This latest version fixes a big that is only present in the memcached implementation and is only seen in rare, intermittent times (making i particularly hard to find). The bug is where a cache node would be removed from the farm when errors in deserialization of cached objects would occur due to serialised data not being read from the stream in entirety. The code also contains enhancements to better surface serialization exceptions to aid in the debugging process. This is also specifically targeted at the memcached implementation. This is important when moving from something like memory or Asp.Web caching mechanisms to memcached where the serialization rules are not as lenient. There are a few other minor bug fixes, code cleanup and a little refactoring. Minor feature addition In addition to this bug fix, many people have asked for a single setting to either enable or disable the cache.In this version, you can disable the cache by setting the IsCacheEnabled flag to false in the application configuration file. Something like the example below: <Glav.CacheAdapter.MainConfig> <setting name="CacheToUse" serializeAs="String"> <value>memcached</value> </setting> <setting name="DistributedCacheServers" serializeAs="String"> <value>localhost:11211</value> </setting> <setting name="IsCacheEnabled" serializeAs="String"> <value>False</value> </setting> </Glav.CacheAdapter.MainConfig> Your reasons to use this feature may vary (perhaps some performance testing or problem diagnosis). At any rate, disabling the cache will cause every attempt to retrieve data from the cache, resulting in a cache miss and returning null. If you are using the ICacheProvider with the delegate/Func<T> syntax to populate the cache, this delegate method will get executed every single time. For example, when the cache is disabled, the following delegate/Func<T> code will be executed every time: var data1 = cacheProvider.Get<SomeData>("cache-key", DateTime.Now.AddHours(1), () => { // With the cache disabled, this data access code is executed every attempt to // get this data via the CacheProvider. var someData = new SomeData() { SomeText = "cache example1", SomeNumber = 1 }; return someData; }); One final note: If you access the cache directly via the ICache instance, instead of the higher level ICacheProvider API, you bypass this setting and still access the underlying cache implementation. Only the ICacheProvider instance observes the IsCacheEnabled setting. Thanks to those individuals who have used this library and provided feedback. Ifyou have any suggestions or ideas, please submit them to the issue register on bitbucket (which is where you can grab all the source code from too)

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • questions about dual-boot install Ubuntu 10.04 and Windows 7 on same hard drive

    - by Tim
    I'd like to dual-boot install Ubuntu 10.04 on the same hard drive as Windows 7 which has already been installed. As to sources on the internet: I found a website iinet about dual-boot installation of Ubuntu 10.10 and Windows 7 on the same hard drive, which I think more specific than the one on Ubuntu Community without specific version of the OSes. Since I am installing Ubuntu 10.04 instead of 10.10, my question is whether their installers are same or almost same and if I can follow iinet for my dual-boot installation? Or are there better websites for information about dual-boot installtion of Ubuntu 10.04 and Windows 7? As to shrinking Windows partitions to make free space for Ubuntu partitions: iinet uses the partition software in Ubuntu's installer to shrink the Windows partition. But I saw in many website that the partition software in Ubuntu's installer cannot guarantee shrinking Windows 7 partitions successfully, so they recommended in general to shrink Windows partitions under Windows itself using its softwares. For example, in Ubuntu Community, it says: Some people think that the Windows partition must be resized only from within Windows Vista and Windows 7 using the shrink/resize option. ... If you use GParted Partition Editor in the Ubuntu Live CD be careful. So I was wondering which way to go in my situation? As to partition for bootloader files: In iinet, I don't see there is a partition created and dedicated to boot files (i.e. Grub files). However, I saw in many websites strongly suggesting using a boot partition for Grub files, especially for the purpose of separation and protection from installed OS files. I was wondering which way I should choose and why? As to installing bootloader Grub, in iinet, I see that to install Grub it only needs to specify the hard drive device for bootloader installation. However, in ubuntuguide(for more than 2 OSes and Ubuntu 9.04), some commands are needed to run in order to put Grub configuration files in MBR, and OS partition, for the chain-load process (where to find the files for the next stage). In Ubuntu Community, there are some related sentences which I don't quite understand how to do in practice: the only thing in your computer outside of Ubuntu that needs to be changed is a small code in the MBR (Master Boot Record) of the first hard disk. The MBR code is changed to point to the boot loader in Ubuntu. If you have a problem with changing the MBR code, you might prefer to just install the code for pointing to GRUB to the first sector of your Ubuntu partition instead. If you do that during the Ubuntu installation process, then Ubuntu won't boot until you configure some other boot manager to point to Ubuntu's boot sector. Windows Vista no longer utilizes boot.ini, ntdetect.com, and ntldr when booting. Instead, Vista stores all data for its new boot manager in a boot folder. Windows Vista ships with an command line utility called bcdedit.exe, which requires administrator credentials to use. You may want to read http://go.microsoft.com/fwlink/?LinkId=112156 about it. Using a command line utility always has its learning curve, so a more productive and better job can be done with a free utility called EasyBCD, developed and mastered in during the times of Vista Beta already. EasyBCD is user friendly and many Vista users highly recommend EasyBCD. In what is quoted above, I was wondering how exactly I should change the MBR code to point to the bootloader in Ubuntu? if I fail to change MBR code, are the other suggested boot managers being bcdedit.exe and EasyBCD in Windows? With the three sources above, which one shall I follow? Thanks and regards

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  • Impressions of Pivotal Tracker

    Pivotal Tracker is a free, online agile project management system. Ive been using it recently to better communicate to customers about the current state of our project. In Pivotal Tracker, the unit of work is a story and stories are arranged into iterations or delivery cycles. Stories can be any level of granularity you want, but the idea is to use stories to communicate clearly to customers, so you dont want to write a novel. You especially dont want to write a list of detailed programming tasks. A good story for a point of sale system might be: Allow managers to override the price of an item while ringing up a customer. A less useful story: Script out the process of adding a manager flag to the user table and stage that script into the deploy directory. Stories are estimated using a point scale, by default 1, 2 or 3. Iterations are then automatically laid out by combining enough tasks to fill the point total for that period of time. You have to start with a guess on how many points your team can do in an iteration, then adjust with real data as you complete iterations. This is basic agile methodology, but where Pivotal Tracker adds value is that it automatically and graphically lays out iterations for you on your project site. This makes communication and planning easy. Compiling release notes is no longer painful as it has been clear from the outset what work is going on. While I much prefer Pivotal Trackers customer facing interface over what we used previously (TFS), I see a couple of gaps. First, I have not able to make much headway with the reporting tools. Despite my complaints about TFS, it can produce some nice reports. Second, its not clear where if at all, Id keep track of purely internal tasks. Im talking about server maintenance, cleaning up source control, checking back on some code which you never quite felt right about. Theres no purpose in cluttering up an iteration backlog with these items, but if you dont track them, you lose them. Im not sure what a good answer for that is. One gap I thought Id see, which I dont, is more granular dev tasks. If Im implementing a story, Ill write out the steps and track my progress, but really, those steps arent useful to anybody but me. The only time Ive found that level of detail really useful is when my tasks are defined at too high a level anyway or when Im working with someone who needs more coaching and might not be able to finish a story in time without some scaffolding to get them going. You can learn more about Pivotal Tracker at: http://www.pivotaltracker.com/learnmore.   --- Relevant Links --- A good intro to stories: http://www.agilemodeling.com/artifacts/userStory.htmDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Library order is important

    - by Darryl Gove
    I've written quite extensively about link ordering issues, but I've not discussed the interaction between archive libraries and shared libraries. So let's take a simple program that calls a maths library function: #include <math.h int main() { for (int i=0; i<10000000; i++) { sin(i); } } We compile and run it to get the following performance: bash-3.2$ cc -g -O fp.c -lm bash-3.2$ timex ./a.out real 6.06 user 6.04 sys 0.01 Now most people will have heard of the optimised maths library which is added by the flag -xlibmopt. This contains optimised versions of key mathematical functions, in this instance, using the library doubles performance: bash-3.2$ cc -g -O -xlibmopt fp.c -lm bash-3.2$ timex ./a.out real 2.70 user 2.69 sys 0.00 The optimised maths library is provided as an archive library (libmopt.a), and the driver adds it to the link line just before the maths library - this causes the linker to pick the definitions provided by the static library in preference to those provided by libm. We can see the processing by asking the compiler to print out the link line: bash-3.2$ cc -### -g -O -xlibmopt fp.c -lm /usr/ccs/bin/ld ... fp.o -lmopt -lm -o a.out... The flag to the linker is -lmopt, and this is placed before the -lm flag. So what happens when the -lm flag is in the wrong place on the command line: bash-3.2$ cc -g -O -xlibmopt -lm fp.c bash-3.2$ timex ./a.out real 6.02 user 6.01 sys 0.01 If the -lm flag is before the source file (or object file for that matter), we get the slower performance from the system maths library. Why's that? If we look at the link line we can see the following ordering: /usr/ccs/bin/ld ... -lmopt -lm fp.o -o a.out So the optimised maths library is still placed before the system maths library, but the object file is placed afterwards. This would be ok if the optimised maths library were a shared library, but it is not - instead it's an archive library, and archive library processing is different - as described in the linker and library guide: "The link-editor searches an archive only to resolve undefined or tentative external references that have previously been encountered." An archive library can only be used resolve symbols that are outstanding at that point in the link processing. When fp.o is placed before the libmopt.a archive library, then the linker has an unresolved symbol defined in fp.o, and it will search the archive library to resolve that symbol. If the archive library is placed before fp.o then there are no unresolved symbols at that point, and so the linker doesn't need to use the archive library. This is why libmopt needs to be placed after the object files on the link line. On the other hand if the linker has observed any shared libraries, then at any point these are checked for any unresolved symbols. The consequence of this is that once the linker "sees" libm it will resolve any symbols it can to that library, and it will not check the archive library to resolve them. This is why libmopt needs to be placed before libm on the link line. This leads to the following order for placing files on the link line: Object files Archive libraries Shared libraries If you use this order, then things will consistently get resolved to the archive libraries rather than to the shared libaries.

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  • problem on my site [closed]

    - by ali
    Errors found while checking this document as XHTML How and from where repaired ,please help my hello, I have a problem on my site, was discovered by the program (A1 website analyzer) you can fix my site? Because I really do not know about the programming language, if it please email me and thank you please see this link it http://jigsaw.w3.org/css-validator/validator?uri=http://www.moneybillion.com/#errors Validation Output: 19 Errors Line 193, Column 261: there is no attribute "data-count" …ass="twitter-share-button" data-count="horizontal" data-via="elibeto1199"Twee…? You have used the attribute named above in your document, but the document type you are using does not support that attribute for this element. This error is often caused by incorrect use of the "Strict" document type with a document that uses frames (e.g. you must use the "Transitional" document type to get the "target" attribute), or by using vendor proprietary extensions such as "marginheight" (this is usually fixed by using CSS to achieve the desired effect instead). This error may also result if the element itself is not supported in the document type you are using, as an undefined element will have no supported attributes; in this case, see the element-undefined error message for further information. How to fix: check the spelling and case of the element and attribute, (Remember XHTML is all lower-case) and/or check that they are both allowed in the chosen document type, and/or use CSS instead of this attribute. If you received this error when using the element to incorporate flash media in a Web page, see the FAQ item on valid flash. Line 193, Column 283: there is no attribute "data-via" …ton" data-count="horizontal" data-via="elibeto1199"Tweet This error may also result if the element itself is not supported in the document type you are using, as an undefined element will have no supported attributes; in this case, see the element-undefined error message for further information. How to fix: check the spelling and case of the element and attribute, (Remember XHTML is all lower-case) and/or check that they are both allowed in the chosen document type, and/or use CSS instead of this attribute. If you received this error when using the element to incorporate flash media in a Web page, see the FAQ item on valid flash. Line 193, Column 393: required attribute "type" not specified …ript" src="//platform.twitter.com/widgets.js"var facebook = {? The attribute given above is required for an element that you've used, but you have omitted it. For instance, in most HTML and XHTML document types the "type" attribute is required on the "script" element and the "alt" attribute is required for the "img" element. Typical values for type are type="text/css" for and type="text/javascript" for . Line 194, Column 23: element "data:post.url" undefined url : "",? You have used the element named above in your document, but the document type you are using does not define an element of that name. This error is often caused by: incorrect use of the "Strict" document type with a document that uses frames (e.g. you must use the "Frameset" document type to get the "" element), by using vendor proprietary extensions such as "" or "" (this is usually fixed by using CSS to achieve the desired effect instead). by using upper-case tags in XHTML (in XHTML attributes and elements must be all lower-case). Line 197, Column 62: required attribute "type" not specified src="http://orkut-share.googlecode.com/svn/trunk/facebook.js"?

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  • Faster Trip to Innovation with Simplified Data Integration: Sabre Holdings Case Study

    - by Tanu Sood
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Author: Irem Radzik, Director of Product Marketing, Data Integration, Oracle In today’s fast-paced, competitive environment, IT teams are under pressure to deliver technology solutions for many critical business initiatives as fast as possible. When the focus is on speed, it can be easy to continue to use old style, point-to-point custom scripts that grow organically to the point where they are unmanageable and too costly to maintain. As data volumes, data sources, and end users grow, uncoordinated data integration efforts create significant inefficiencies for both IT and business users. In addition to losing IT productivity due to maintaining spaghetti architecture, data integrity becomes a concern as well. Errors caused by inconsistent, data and manual data entry can prove very costly for companies and disrupt business activities. Many industry leaders recognize now that data should be moved in an automated and reliable manner across all platforms to have one version of the truth. By simplifying their data integration architecture and standardizing on a centralized approach, IT teams now accelerate time to market. Especially, using a centralized, shared-service approach brings agility, increases IT productivity, and frees up resources for innovation. One such industry leader that simplified its data integration architecture is Sabre Holdings. Sabre Holdings provides distribution and technology solutions for the travel industry, and is a winner of Oracle Excellence Awards for Fusion Middleware in 2011 in the data integration category. I had the pleasure to host Sabre Holdings on a public webcast and discuss their data integration best practices for data warehousing. In this webcast Sabre’s Amjad Saeed, presented how the company reduced complexity by consolidating systems and standardizing development on Oracle Data Integrator and Oracle GoldenGate for its global data warehouse development team. With Oracle’s complete real-time data integration solution, Sabre also streamlined support and maintenance operations, achieved real-time view in the execution of the integration processes, and can manage the data warehouse and business intelligence solution performance on demand. By reducing complexity and leveraging timely market insights, the company was able to decrease time to market by 40%. You can now listen to the webcast on demand: Sabre Holdings Case Study: Accelerating Innovation using Oracle Data Integration I invite you to hear directly from Sabre how to use advanced data integration capabilities to enable accelerated innovation. To learn more about Oracle’s data integration offering you can download our free resources.

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  • How to get this wavefront .obj data onto the frustum?

    - by NoobScratcher
    I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen. Here is my attempt at doing so: //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); std::vector<int>faces; std::vector<Point>points; points.push_back(Point()); Point p; int face[4]; while ( !file.eof() ) { char modelbuffer[10000]; //Get lines and store it in line string file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << "Getting Vertex Positions" << endl; cout << "v" << p.x << endl; cout << "v" << p.y << endl; cout << "v" << p.z << endl; break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); cout << face[0] << endl; cout << face[1] << endl; cout << face[2] << endl; cout << face[3] << endl; faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW); //glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexPointer(3, GL_FLOAT, sizeof(points),points.data()); glIndexPointer(GL_DOUBLE, 0, faces.data()); glDrawArrays(GL_QUADS, 0, points.size()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); } As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?

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  • PHP-FPM stops responding and dies [migrated]

    - by user12361
    I'm running Drupal 6 with Nginx 1.5.1 and PHP-FPM (PHP 5.3.26) on a 1GB single core VPS with 3GB of swap space on SSD storage. I just switched from shared hosting to this unmanaged VPS because my site was getting too heavy, so I'm still learning the ropes. I have moderately high traffic, I don't really monitor it closely but Google Adsense usually record close to 30K page views/day. I usually have 50 to 80 authenticated users logged in and a few hundred more anonymous users hitting the Boost static HTML cache at any given moment. The problem I'm having is that PHP-FPM frequently stops responding, resulting in Nginx 502 or 504 errors. I swear I have read every page on the internet about this issue, which seems fairly common, and I've tried endless combinations of configurations, and I can't find a good solution. After restarting Nginx and PHP-FPM, the site runs really fast for a while, and then without warning it simply stops responding. I get a white screen while the browser waits on the server, and after about 30 seconds to a minute it throws an Nginx 502 or 504 error. Sometimes it runs well for 2 minutes, sometimes 5 minutes, sometimes 5 hours, but it always ends up hanging. When I find the server in this state, there is still plenty of free memory (500MB or more) and no major CPU usage, the control and worker PHP-FPM processes are still present, and the server is still pingable and usable via SSH. A reload of PHP-FPM via the init script revives it again. The hangups don't seem to correspond to the amount of traffic, because I observed this behavior consistently when I was testing this configuration on a development VPS with no traffic at all. I've been constantly tweaking the settings, but I can't definitively eliminate the problem. I set Nginx workers to just 1. In the PHP-FPM config I have tried all three of the process managers. "Dynamic" is definitely the least reliable, consistently hanging up after only a few minutes. "Static" also has been unreliable and unpredictable. The least buggy has been "ondemand", but even that is failing me, sometimes after as much as 12 to 24 hours. But I can't leave the server unattended because PHP-FPM dies and never comes back on its own. I tried adjusting the pm.max_children value from as low as 3 to as high as 50, doesn't make a lot of difference, but I currently have it at 10. Same thing for the spare servers values. I also have set pm.max_requests anywhere from 30 to unlimited, and it doesn't seem to make a difference. According to the logs, the PHP-FPM processes are not exiting with SIGSEGV or SIGBUS, but rather with SIGTERM. I get a lot of lines like: WARNING: [pool www] child 3739, script '/var/www/drupal6/index.php' (request: "GET /index.php") execution timed out (38.739494 sec), terminating and: WARNING: [pool www] child 3738 exited on signal 15 (SIGTERM) after 50.004380 seconds from start I actually found several articles that recommend doing a graceful reload of PHP-FPM via cron every few minutes or hours to circumvent this issue. So that's what I did, "/etc/init.d/php-fpm reload" every 5 minutes. So far, it's keeping the lights on. But it feels like a dreadful hack. Is PHP-FPM really that unreliable? Is there anything else I can do? Thanks a lot!

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  • Using WKA in Large Coherence Clusters (Disabling Multicast)

    - by jpurdy
    Disabling hardware multicast (by configuring well-known addresses aka WKA) will place significant stress on the network. For messages that must be sent to multiple servers, rather than having a server send a single packet to the switch and having the switch broadcast that packet to the rest of the cluster, the server must send a packet to each of the other servers. While hardware varies significantly, consider that a server with a single gigabit connection can send at most ~70,000 packets per second. To continue with some concrete numbers, in a cluster with 500 members, that means that each server can send at most 140 cluster-wide messages per second. And if there are 10 cluster members on each physical machine, that number shrinks to 14 cluster-wide messages per second (or with only mild hyperbole, roughly zero). It is also important to keep in mind that network I/O is not only expensive in terms of the network itself, but also the consumption of CPU required to send (or receive) a message (due to things like copying the packet bytes, processing a interrupt, etc). Fortunately, Coherence is designed to rely primarily on point-to-point messages, but there are some features that are inherently one-to-many: Announcing the arrival or departure of a member Updating partition assignment maps across the cluster Creating or destroying a NamedCache Invalidating a cache entry from a large number of client-side near caches Distributing a filter-based request across the full set of cache servers (e.g. queries, aggregators and entry processors) Invoking clear() on a NamedCache The first few of these are operations that are primarily routed through a single senior member, and also occur infrequently, so they usually are not a primary consideration. There are cases, however, where the load from introducing new members can be substantial (to the point of destabilizing the cluster). Consider the case where cluster in the first paragraph grows from 500 members to 1000 members (holding the number of physical machines constant). During this period, there will be 500 new member introductions, each of which may consist of several cluster-wide operations (for the cluster membership itself as well as the partitioned cache services, replicated cache services, invocation services, management services, etc). Note that all of these introductions will route through that one senior member, which is sharing its network bandwidth with several other members (which will be communicating to a lesser degree with other members throughout this process). While each service may have a distinct senior member, there's a good chance during initial startup that a single member will be the senior for all services (if those services start on the senior before the second member joins the cluster). It's obvious that this could cause CPU and/or network starvation. In the current release of Coherence (3.7.1.3 as of this writing), the pure unicast code path also has less sophisticated flow-control for cluster-wide messages (compared to the multicast-enabled code path), which may also result in significant heap consumption on the senior member's JVM (from the message backlog). This is almost never a problem in practice, but with sufficient CPU or network starvation, it could become critical. For the non-operational concerns (near caches, queries, etc), the application itself will determine how much load is placed on the cluster. Applications intended for deployment in a pure unicast environment should be careful to avoid excessive dependence on these features. Even in an environment with multicast support, these operations may scale poorly since even with a constant request rate, the underlying workload will increase at roughly the same rate as the underlying resources are added. Unless there is an infrastructural requirement to the contrary, multicast should be enabled. If it can't be enabled, care should be taken to ensure the added overhead doesn't lead to performance or stability issues. This is particularly crucial in large clusters.

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  • Create Custom Speech Bubbles in Silverlight.

    - by mbcrump
    I had a reader email me the following question: “How do you create Speech Bubbles in Silverlight/WPF without adding any extra .dlls? Right off the bat, I know at least two ways to create the speech bubbles that look just like the ones in comic books. Using the Callout Shapes included with Blend 4. Using the free 3rd party control named FreeBubbles (I used this before Blend 4). Unfortunately, we cannot use either of these as they will both add extra .dll’s to the project. So why wouldn’t you want to use one of those? I can think of a few reasons: You do not want to increase the size of your .XAP by including extra .dll’s. You do not have Expression Blend or the license to the use the .dll’s. You want a custom Speech Bubble that is not included in the four “Callout” Controls with Blend. Instead of using one of these methods, we will create a Speech Bubble in Blend 4 using Path element and a TextBlock. Before we get started, lets look at the Callout Shapes included with Blend 4. Using Blend 4 you can simply drag/drop these controls onto your Silverlight application and you are ready to go. We can create all of these Speech Bubbles and even some of the modern bubbles used in recent comic books. Lets get started. Start up Expression Blend 4 and select the Pen Tool. On the Art Board, start connecting the dots like I did below. You can add a color if you wish. …keep going …complete Let’s go ahead and add some text to the Speech Bubble. Drag a TextBlock from the Panel and put it directly inside the Speech Bubble. Go ahead and set the TextAlignment to Center for the TextBlock. and give it some text. At this point, you could go ahead and create a user control if you want to reuse the Speech Bubble you created. Select both the Path and the TextBlock by clicking then while holding down CTRL and then Right Click them. Select Make Into User Control. Give it a name and then Build your project. Lets create another one using the Ellipse for the older comic book style of Speech Bubbles. Drag an Ellipse to the Artboard and give it a color. Now, grab the Pen and drag a triangle like I did below. Simply drag it over a corner of the Ellipse. Select Combine then Unite and you will have a Path. At this point, you can go ahead and add a TextBlock like we did earlier. Lets go ahead and create a rounded rectangle one by adding a Rectangle to the Artboard. Go ahead and set the RadiuX and RadiusY to 25 to give it rounded edges. Let’s create another path and drag it right on top of our rounded rectangle like we did earlier. …looking good Select Combine then Unite and you will have a Path. At this point, you can go ahead and add a TextBlock like we did earlier. So let’s look at what we’ve created today using the path element and TextBlock. As you can tell, it required more work but meets the requirements. This was actually fun to do and I encourage anyone that visits my blog to send in request like this.  Subscribe to my feed

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  • Is there any kind of established architecture for browser based games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that? EDIT: After reading the first answers I am under the impression of having made a mistake when including the "MMO" part into the title. The game will not be all fancy (i.e. 3D or such) on the client side and the logic will completely exist on the server. That is, apart from basic form validation for the user which will also be mirrored on the server side. So the target toolset will be HTML5, JavaScript, probably JQuery(UI). My question is more related to the software architecture/design of a system that enforces certain rules. Separation of ruleset and presentation One problem I am having is that I want to separate the game rules from the presentation. The first step would be to make an own module for the game "engine" that only exposes an interface that allows all actions to be taken in a clean way. If an action fails with regard to some pre/post condition, the engine throws an exception which is then presented to the user like "you cannot sell something you do not own" or "after that you would end up in a situation which is not a valid game state." The problem here is that I would like to be able to not even present invalid action in the first place or grey out the corresponding UI elements. Changing and tweaking the ruleset Another big thing is the ruleset. It will probably evolve over time and most definitely must be tweaked. What's more, it should be possible (to a certain extent) to build a ruleset that fits a specific game round, i.e. choosing different kinds of behaviours in different aspects of the game. This would do something like "we play it with extension A today but we throw out extension B." For me, this screams "Architectural/Design pattern" but I have no idea on who might have published on something like this, not even what to google for.

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  • Is this spaghetti code already? [migrated]

    - by hephestos
    I post the following code writen all by hand. Why I have the feeling that it is a western spaghetti on its own. Second, could that be written better? <div id="form-board" class="notice" style="height: 200px; min-height: 109px; width: auto;display: none;"> <script type="text/javascript"> jQuery(document).ready(function(){ $(".form-button-slide").click(function(){ $( "#form-board" ).dialog(); return false; }); }); </script> <?php echo $this->Form->create('mysubmit'); echo $this->Form->input('inputs', array('type' => 'select', 'id' => 'inputs', 'options' => $inputs)); echo $this->Form->input('Fields', array('type' => 'select', 'id' => 'fields', 'empty' => '-- Pick a state first --')); echo $this->Form->input('inputs2', array('type' => 'select', 'id' => 'inputs2', 'options' => $inputs2)); echo $this->Form->input('Fields2', array('type' => 'select', 'id' => 'fields2', 'empty' => '-- Pick a state first --')); echo $this->Form->end("Submit"); ?> </div> <div style="width:100%"></div> <div class="form-button-slide" style="float:left;display:block;"> <?php echo $this->Html->link("Error Results", "#"); ?> </div> <script type="text/javascript"> jQuery(document).ready(function(){ $("#mysubmitIndexForm").submit(function() { // we want to store the values from the form input box, then send via ajax below jQuery.post("Staffs/view", { data1: $("#inputs").attr('value'), data2:$("#inputs2").attr('value'),data3:$("#fields").attr('value'), data4:$("#fields2").attr('value') } ); //Close the dialog $( "#form-board" ).dialog('close') return false; }); $("#inputs").change(function() { // we want to store the values from the form input box, then send via ajax below var input_id = $('#inputs').attr('value'); $.ajax({ type: "POST", //The controller who listens to our request url: "Inputs/getFieldsFromOneInput/"+input_id, data: "input_id="+ input_id, //+"&amp; lname="+ lname, success: function(data){//function on success with returned data $('form#mysubmit').hide(function(){}); data = $.parseJSON(data); var sel = $("#fields"); sel.empty(); for (var i=0; i<data.length; i++) { sel.append('<option value="' + data[i].id + '">' + data[i].name + '</option>'); } } }); return false; }); $("#inputs2").change(function() { // we want to store the values from the form input box, then send via ajax below var input_id = $('#inputs2').attr('value'); $.ajax({ type: "POST", //The controller who listens to our request url: "Inputs/getFieldsFromOneInput/"+input_id, data: "input_id="+ input_id, //+"&amp; lname="+ lname, success: function(data){//function on success with returned data $('form#mysubmit').hide(function(){}); data = $.parseJSON(data); var sel = $("#fields2"); sel.empty(); for (var i=0; i<data.length; i++) { sel.append('<option value="' + data[i].id + '">' + data[i].name + '</option>'); } } }); return false; }); }); </script>

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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • Is it possible for a WPF control to have an ActualWidth and ActualHeight if it has never been render

    - by DanM
    I need a Viewport3D for the sole purpose of doing geometric calculations using Petzold.Media3D.ViewportInfo. I do now want to place it in a Window. I'm creating a Viewport3D using the following code: private Viewport3D CreateViewport(MainSettings settings) { var cameraPosition = new Point3D(0, 0, settings.CameraHeight); var cameraLookDirection = new Vector3D(0, 0, -1); var cameraUpDirection = new Vector3D(0, 1, 0); var camera = new PerspectiveCamera { Position = cameraPosition, LookDirection = cameraLookDirection, UpDirection = cameraUpDirection }; var viewport = new Viewport3D { Camera = camera, Width = settings.ViewportWidth, Height = settings.ViewportHeight }; return viewport; } Later, I'm attempting to use this viewport to convert the mouse location to a 3D location using this method: public Point3D? Point2dToPoint3d(Point point) { var range = new LineRange(); var isValid = ViewportInfo.Point2DtoPoint3D(_viewport, point, out range); if (isValid) return range.PointFromZ(0); else return null; } Unfortunately, it's not working. I think the reason is that the ActualWidth and ActualHeight of the viewport and both zero (and these are read-only properties, so I can't set them manually). (I have tested the exact same with an actual rendered Viewport3D, so I know the issue is not with my converter method.) Any idea how I can get WPF to assign the ActualWidth and ActualHeight based on my Width and Height settings? I tried setting the HorizontalAlignment and VerticalAlignment to Left and Top, respectively, and I also messed with the MinWidth and MinHeight, but none of these properties had any effect on the ActualWidth or ActualHeight.

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  • WCF Restful services getting error 400 (bad request) when post xml data

    - by Wayne Lo
    I am trying to self host a WCF services and calling the services via javascript. It works when I pass the request data via Json but not xml (400 bad request). Please help. Contract: public interface iSelfHostServices { [OperationContract] [WebInvoke(Method = "POST", UriTemplate = INFOMATO.RestTemplate.hello_post2,RequestFormat = WebMessageFormat.Xml, ResponseFormat = WebMessageFormat.Xml, BodyStyle = WebMessageBodyStyle.Wrapped)] Stream hello_post2(string helloString); } Server side code: public Stream hello_post2(string helloString) { if (helloString == null) { WebOperationContext.Current.OutgoingResponse.StatusCode = System.Net.HttpStatusCode.BadRequest; return null; } WebOperationContext.Current.OutgoingResponse.StatusCode = System.Net.HttpStatusCode.OK; return new MemoryStream(Encoding.UTF8.GetBytes(helloString)); } JavaScript: function testSelfHost_WCFService_post_Parameter() { var xmlString = "<helloString>'hello via Post'</helloString>"; Ajax_sendData("hello/post2", xmlString); } function Ajax_sendData(url, data) { var request = false; request = getHTTPObject(); if (request) { request.onreadystatechange = function() { parseResponse(request); }; request.open("post", url, true); request.setRequestHeader("Content-Type", "text/xml; charset=utf-8"); charset=utf-8"); request.send(data); return true; } } function getHTTPObject() { var xhr = false; if (window.XMLHttpRequest) { xhr = new XMLHttpRequest(); } else if (window.ActiveXObject) {...} }

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  • SharePoint: Can't Connect to a Configuration Database When Using Configuration Wizard

    - by Denis
    Hello everyone. I wonder if you could help me with the following problem: We have a SharePoint farm consisted of two servers with an NLB (a load balancer), a database server and an index server (4 servers in total). The issues initially appeared when we were trying to change Search settings via Shared services provider and an error was appearing with the message I can’t even remember now. To fix that problem, we decided to restart Search services on the Index server via Central Administration… and the process had stuck with a status “stopping” for several days. We’ve found a few solutions on the forums, but nothing had helped. Then we’ve tried to exclude the Index server from the farm, but yet again, Search services would not stop. However, after a week we’ve noticed that the services finally stopped. That was a prologue. So, after the Search services have finally stopped, we decided to return the Index server back to the farm via the SharePoint Configuration wizard. When we click on a button “Search database instances” (don’t know the exact name in English, we have a Russian version), a correct database name and user are automatically appear in the relevant fields. Then we supply a password for the user and click “next” two times and the configuration begins. Unfortunately, at the second stage we receive the error “Could not connect to a configuration database” with the exception in the log file: “Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.” Now we can’t figure out why the configuration wizard can’t connect to the configuration database. Any suggestions will be really appreciated.

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  • How to disable authentication schemes for WCF Data Services

    - by Schneider
    When I deployed my WCF Data Services to production hosting I started to get the following error (or similar depending on which auth schemes are active): IIS specified authentication schemes 'Basic, Anonymous', but the binding only supports specification of exactly one authentication scheme. Valid authentication schemes are Digest, Negotiate, NTLM, Basic, or Anonymous. Change the IIS settings so that only a single authentication scheme is used. Apparently WCF Data Services (WCF in general?) cannot handle having more than once authentication scheme active. OK so I am aware that I can disable all-but-one authentication scheme on the web application via IIS control panel .... via a support request!! Is there a way to specify a single authentication scheme on a per-service level in the web.config? I thought this might be as straight forward as making a change to <system.serviceModel> but... it turns out that WCF Data Services do not configure themselves in the web config. If you look at the DataService<> class it does not implement a [ServiceContract] hence you cannot refer to it in the <service><endpoint>...which I presume would be needed for changing its configuration via XML. P.S. Our host is using II6, but both solutions for IIS6 & IIS7 appreciated.

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  • Restlet vs Spring MVC for Restful web service

    - by zachariahyoung
    I'm researching how best to create a Restful web service on Google app engine. My end goal is to have an Android application call a web service on GAE to post and get data. At this point I not sure what the best approach is. What I know at this point is Spring MVC 3 provide the ability to create web service but it does not provide a full implementation of JAX-RS. I also have read a few blog that talk about how Spring and Restlet can be integrated together. On the other side I have read that I could only use Restlet in GAE. I would also like provide a light web interface for users to view their posted data So my questions are the following. 1. Should I just use Restlet. 2. Should I just use Spring MVC to provide my Restful web service. 3. Should I use Spring and Restlet together. At this point I think I should invest my time in Restlet because that seems to be the best approach for calling web services in Android. I'm also debating if Spring MVC is just over kill. Any thoughts would be helpful.

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