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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Code Behaviour via Unit Tests

    - by Dewald Galjaard
    Normal 0 false false false EN-ZA 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:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; 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;} Some four months ago my car started acting up. Symptoms included a sputtering as my car’s computer switched between gears intermittently. Imagine building up speed, then when you reach 80km/h the car magically and mysteriously decide to switch back to third or even second gear. Clearly it was confused! I managed to track down a technician, an expert in his field to help me out. As he fitted his handheld computer to some hidden port under the dash, he started to explain “These cars are quite intelligent, you know. When they sense something is wrong they run in a restrictive program which probably account for how you managed to drive here in the first place...”  I was surprised and thought this was certainly going to be an interesting test drive. The car ran smoothly down the first couple of stretches as the technician ran through routine checks. Then he said “Ok, all looking good. We need to start testing aspects of the gearbox. Inside the gearbox there are a couple of sensors. One of them is a speed sensor which talks to the computer, which in turn will decide which gear to switch to. The restrictive program avoid these sensors altogether and allow the computer to obtain its input from other [non-affected] sources”. Then, as soon as he forced the speed sensor to come back online the symptoms and ill behaviour re-emerged... What an incredible analogy for getting into a discussion on unit testing software? Besides I should probably put my ill fortune to some good use, right? This example provide a lot of insight into how and why we should conduct unit tests when writing code. More importantly, it captures what is easily and unfortunately often the most overlooked goal of writing unit tests by those new to the art and those who oppose it alike - The goal of writing unit tests is to test the behaviour of our code under predefined conditions. Although it is very possible to test the intrinsic workings of each and every component in your code, writing several tests for each method in practise will soon prove to be an exhausting and ultimately fruitless exercise given the certain and ever changing nature of business requirements. Consequently it is true and quite possible whilst conducting proper unit tests, to call any single method several times as you examine and contemplate different scenarios. Let’s write some code to demonstrate what I mean. In my example I make use of the Moq framework and NUnit to create my tests. Truly you can use whatever you’re comfortable with. First we’ll create an ISpeedSensor interface. This is to represent the speed sensor located in the gearbox.  Then we’ll create a Gearbox class which we’ll pass to a constructor when we instantiate an object of type Computer. All three are described below.   ISpeedSensor.cs namespace AutomaticVehicle {     public interface ISpeedSensor     {         int ReportCurrentSpeed();     } }   Gearbox.cs namespace AutomaticVehicle {      public class Gearbox     {         private ISpeedSensor _speedSensor;           public Gearbox( ISpeedSensor gearboxSpeedSensor )         {             _speedSensor = gearboxSpeedSensor;         }         /// <summary>         /// This method obtain it's reading from the speed sensor.         /// </summary>         /// <returns></returns>         public int ReportCurrentSpeed()         {             return _speedSensor.ReportCurrentSpeed();         }     } } Computer.cs namespace AutomaticVehicle {     public class Computer     {         private Gearbox _gearbox;         public Computer( Gearbox gearbox )         {                     }          public int GetCurrentSpeed()         {             return _gearbox.ReportCurrentSpeed( );         }     } } Since this post is about Unit testing, that is exactly what we’ll create next. Create a second project in your solution. I called mine AutomaticVehicleTests and I immediately referenced the respective nunit, moq and AutomaticVehicle dll’s. We’re going to write a test to examine what happens inside the Computer class. ComputerTests.cs namespace AutomaticVehicleTests {     [TestFixture]     public class ComputerTests     {         [Test]         public void Computer_Gearbox_SpeedSensor_DoesThrow()         {             // Mock ISpeedSensor in gearbox             Mock< ISpeedSensor > speedSensor = new Mock< ISpeedSensor >( );             speedSensor.Setup( n => n.ReportCurrentSpeed() ).Throws<Exception>();             Gearbox gearbox = new Gearbox( speedSensor.Object );               // Create Computer instance to test it's behaviour  towards an exception in gearbox             Computer carComputer = new Computer( gearbox );             // For simplicity let’s assume for now the car only travels at 60 km/h.             Assert.AreEqual( 60, carComputer.GetCurrentSpeed( ) );          }     } }   What is happening in this test? We have created a mocked object using the ISpeedsensor interface which we've passed to our Gearbox object. Notice that I created the mocked object using an interface, not the implementation. I’ll talk more about this in future posts but in short I do this to accentuate the fact that I'm not not really concerned with how SpeedSensor work internally at this particular point in time. Next I’ve gone ahead and created a scenario where I’ve declared the speed sensor in Gearbox to be faulty by forcing it to throw an exception should we ask Gearbox to report on its current speed. Sneaky, sneaky. This test is a simulation of how things may behave in the real world. Inevitability things break, whether it’s caused by mechanical failure, some logical error on your part or a fellow developer which didn’t consult the documentation (or the lack thereof ) - whether you’re calling a speed sensor, making a call to a database, calling a web service or just trying to write a file to disk. It’s a scenario I’ve created and this test is about how the code within the Computer instance will behave towards any such error as I’ve depicted. Now, if you’ve followed closely in my final assert method you would have noticed I did something quite unexpected. I might be getting ahead of myself now but I’m testing to see if the value returned is equal to what I expect it to be under perfect conditions – I’m not testing to see if an error has been thrown! Why is that? Well, in short this is TDD. Test Driven Development is about first writing your test to define the result we want, then to go back and change the implementation within your class to obtain the desired output (I need to make sure I can drive back to the repair shop. Remember? ) So let’s go ahead and run our test as is. It’s fails miserably... Good! Let’s go back to our Computer class and make a small change to the GetCurrentSpeed method.   Computer.cs public int GetCurrentSpeed() {   try   {     return _gearbox.ReportCurrentSpeed( );   }   catch   {     RunRestrictiveProgram( );   } }     This is a simple solution, I know, but it does provide a way to allow for different behaviour. You’re more than welcome to provide an implementation for RunRestrictiveProgram should you feel the need to. It's not within the scope of this post or related to the point I'm trying to make. What is important is to notice how the focus has shifted in our approach from how things can break - to how things behave when broken.   Happy coding!

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  • designing classes with similar goal but widely different decisional core

    - by Stefano Borini
    I am puzzled on how to model this situation. Suppose you have an algorithm operating in a loop. At every loop, a procedure P must take place, whose role is to modify an input data I into an output data O, such that O = P(I). In reality, there are different flavors of P, say P1, P2, P3 and so on. The choice of which P to run is user dependent, but all P have the same finality, produce O from I. This called well for a base class PBase with a method PBase::apply, with specific reimplementations of P1::apply(I), P2::apply(I), and P3::apply(I). The actual P class gets instantiated in a factory method, and the loop stays simple. Now, I have a case of P4 which follows the same principle, but this time needs additional data from the loop (such as the current iteration, and the average value of O during the previous iterations). How would you redesign for this case?

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  • Are too many assertions code smell?

    - by Florents
    I've really fallen in love with unit testing and TDD - I am test infected. However, unit testing is used for public methods. Sometimes though I do have to test some assumptions-assertions in private methods too, because some of them are "dangerous" and refactoring can't help further. (I know, testing frameworks allo testing private methods). So, It became a habit of mine that (almost always) the first and the last line of a private method are both assertions. I guess this couldn't be bad (right ??). However, I've noticed that I also tend to use assertions in public methods too (as in the private) just "to be sure". Could this be "testing duplication" since the public method assumpotions are tested from the unit testng framework? Could someone think of too many assertions as a code smell?

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  • SQL SERVER – Retrieving Random Rows from Table Using NEWID()

    - by pinaldave
    I have previously written about how to get random rows from SQL Server. SQL SERVER – Generate A Single Random Number for Range of Rows of Any Table – Very interesting Question from Reader SQL SERVER – Random Number Generator Script – SQL Query However, I have not blogged about following trick before. Let me share the trick here as well. You can generate random scripts using following methods as well. USE AdventureWorks2012 GO -- Method 1 SELECT TOP 100 * FROM Sales.SalesOrderDetail ORDER BY NEWID() GO -- Method 2 SELECT TOP 100 * FROM Sales.SalesOrderDetail ORDER BY CHECKSUM(NEWID()) GO You will notice that using NEWID() in the ORDER BY will return random rows in the result set. How many of you knew this trick? You can run above script multiple times and it will give random rows every single time. Reference: Pinal Dave (http://blog.sqlauthority.com)   Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Unable to run java file from command like Ubuntu

    - by KodeSeeker
    I'm a newbie to Ubuntu and Im looking to run Java code from the command line. Ive checked that path as well. The interesting thing is the code compiles but fails to run ie. user@ubuntu:~/py-scripts$ javac Main.java' works well. but when I do . `user@ubuntu:~/py-scripts$ java Main I get the following error Exception in thread "main" java.lang.UnsupportedClassVersionError: Main : Unsupported major.minor version 51.0 at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:634) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142) at java.net.URLClassLoader.defineClass(URLClassLoader.java:277) at java.net.URLClassLoader.access$000(URLClassLoader.java:73) at java.net.URLClassLoader$1.run(URLClassLoader.java:212) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:321) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294) at java.lang.ClassLoader.loadClass(ClassLoader.java:266) Could not find the main class: Main. Program will exit.'

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  • Backup systems config files

    - by David ???
    I'm planning on installing nVidia proprietary drivers on my Ubuntu 10.10. Historically this always ends-up with me being left with no graphical interface. No ability to revert - and reinstalling the whole system. So now, before trying this anew, I wish to backup all relevant config files. I'll try 1 or 2 methods. I'll list each one's commands. I'll appreciate if anyone can tell me how to backup the relevant file, or what's the reverse of this operation. 10x, David Method I - as described here: apt-get --purge remove xserver-xorg-video-nouveau As described in this answer: edit /etc/default/grub and add the line GRUB_CMDLINE_LINUX="nouveau.modeset=0" sudo update-grub Reboot Install original drivers downloaded from nVidia site. Method II - as described here: sudo apt-get purge nvidia* [possibly 'sudo gedit /etc/modprobe.d/blacklist.conf' adding 'vga16fb' 'nouveau' sudo apt-get install nvidia-glx-185 sudo modprobe nvidia sudo lsmod | grep -i nvidia sudo nvidia-xconfig

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  • Why does this static field always get initialized over-eagerly?

    - by TheSilverBullet
    I am looking at this excellent article from Jon Skeet. While executing the demo code, Jon Skeet says that we can expect three different kinds of behaviours. To quote that article: The runtime could decide to run the type initializer on loading the assembly to start with... Or perhaps it will run it when the static method is first run... Or even wait until the field is first accessed... When I try this out (on framework 4), I always get the first result. That is, the static method is initialized before the assembly is loaded. I have tried running this multiple times and get the same result. (I tried both the debug and release versions) Why is this so? Am I missing something?

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  • Subterranean IL: Exception handling 1

    - by Simon Cooper
    Today, I'll be starting a look at the Structured Exception Handling mechanism within the CLR. Exception handling is quite a complicated business, and, as a result, the rules governing exception handling clauses in IL are quite strict; you need to be careful when writing exception clauses in IL. Exception handlers Exception handlers are specified using a .try clause within a method definition. .try <TryStartLabel> to <TryEndLabel> <HandlerType> handler <HandlerStartLabel> to <HandlerEndLabel> As an example, a basic try/catch block would be specified like so: TryBlockStart: // ... leave.s CatchBlockEndTryBlockEnd:CatchBlockStart: // at the start of a catch block, the exception thrown is on the stack callvirt instance string [mscorlib]System.Object::ToString() call void [mscorlib]System.Console::WriteLine(string) leave.s CatchBlockEnd CatchBlockEnd: // method code continues... .try TryBlockStart to TryBlockEnd catch [mscorlib]System.Exception handler CatchBlockStart to CatchBlockEnd There are four different types of handler that can be specified: catch <TypeToken> This is the standard exception catch clause; you specify the object type that you want to catch (for example, [mscorlib]System.ArgumentException). Any object can be thrown as an exception, although Microsoft recommend that only classes derived from System.Exception are thrown as exceptions. filter <FilterLabel> A filter block allows you to provide custom logic to determine if a handler block should be run. This functionality is exposed in VB, but not in C#. finally A finally block executes when the try block exits, regardless of whether an exception was thrown or not. fault This is similar to a finally block, but a fault block executes only if an exception was thrown. This is not exposed in VB or C#. You can specify multiple catch or filter handling blocks in each .try, but fault and finally handlers must have their own .try clause. We'll look into why this is in later posts. Scoped exception handlers The .try syntax is quite tricky to use; it requires multiple labels, and you've got to be careful to keep separate the different exception handling sections. However, starting from .NET 2, IL allows you to use scope blocks to specify exception handlers instead. Using this syntax, the example above can be written like so: .try { // ... leave.s EndSEH}catch [mscorlib]System.Exception { callvirt instance string [mscorlib]System.Object::ToString() call void [mscorlib]System.Console::WriteLine(string) leave.s EndSEH}EndSEH:// method code continues... As you can see, this is much easier to write (and read!) than a stand-alone .try clause. Next time, I'll be looking at some of the restrictions imposed by SEH on control flow, and how the C# compiler generated exception handling clauses.

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  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

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  • I have a stacktrace and limit of 250 characters for a bug report

    - by George Duckett
    I'm developing an xbox indie game and as a last-resort I have a try...catch encompassing everything. At this point if an exception is raised I can get the user to send me a message through the xbox however the limit is 250 characters. How can I get the most value out of my 250 characters? I don't want to do any encoding / compressing at least initially. Any solution to this problem could be compressed if needed as a second step anyway. I'm thinking of doing things like turning this: at EasyStorage.SaveDevice.VerifyIsReady() at EasyStorage.SaveDevice.Save(String containerName, String fileName) into this (drop the repeated namespace/class and method parameter names): at EasyStorage.SaveDevice.VerifyIsReady() at ..Save(String, String) Or maybe even just including the inner-most method, then only line numbers up the stack etc. TL;DR: Given an exception with a stacktrace how would you get the most useful debugging infromation out of 250 characters? (It will be a .net exception/stacktrace)

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  • Design for an interface implementation that provides additional functionality

    - by Limbo Exile
    There is a design problem that I came upon while implementing an interface: Let's say there is a Device interface that promises to provide functionalities PerformA() and GetB(). This interface will be implemented for multiple models of a device. What happens if one model has an additional functionality CheckC() which doesn't have equivalents in other implementations? I came up with different solutions, none of which seems to comply with interface design guidelines: To add CheckC() method to the interface and leave one of its implementations empty: interface ISomeDevice { void PerformA(); int GetB(); bool CheckC(); } class DeviceModel1 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } public bool CheckC() { bool res; // assign res a value based on some validation return res; } } class DeviceModel2 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } public bool CheckC() { return true; // without checking anything } } This solution seems incorrect as a class implements an interface without truly implementing all the demanded methods. To leave out CheckC() method from the interface and to use explicit cast in order to call it: interface ISomeDevice { void PerformA(); int GetB(); } class DeviceModel1 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } public bool CheckC() { bool res; // assign res a value based on some validation return res; } } class DeviceModel2 : ISomeDevice { public void PerformA() { // do stuff } public int GetB() { return 1; } } class DeviceManager { private ISomeDevice myDevice; public void ManageDevice(bool newDeviceModel) { myDevice = (newDeviceModel) ? new DeviceModel1() : new DeviceModel2(); myDevice.PerformA(); int b = myDevice.GetB(); if (newDeviceModel) { DeviceModel1 newDevice = myDevice as DeviceModel1; bool c = newDevice.CheckC(); } } } This solution seems to make the interface inconsistent. For the device that supports CheckC(): to add the logic of CheckC() into the logic of another method that is present in the interface. This solution is not always possible. So, what is the correct design to be used in such cases? Maybe creating an interface should be abandoned altogether in favor of another design?

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  • C#4: Why does this static field always get initialized over-eagerly?

    - by TheSilverBullet
    I am looking at this excellent article from Jon Skeet at this location: http://csharpindepth.com/Articles/General/Beforefieldinit.aspx While executing the demo code, Jon Skeet says that we can expect three different kinds of behaviours. To quote that article: The runtime could decide to run the type initializer on loading the assembly to start with... Or perhaps it will run it when the static method is first run... Or even wait until the field is first accessed... When I try this out (on framework 4), I always get the first result. That is, the static method is initialized before the assembly is loaded. I have tried running this multiple times and get the same result. (I tried both the debug and release versions) Why is this so? Am I missing something?

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  • ejabberd won't look at my host_config option

    - by John
    I'm new with ejabberd. What I want is to have a host myhost.domain.com which has an ldap authentication method. This all works fine if i modify the global options in AUTHENTICATION section in my ejabberd.cfg file. I am able to create two clients( defined in my LDAP directory ), and comunicate between them. Like i said, this works fine. But by aplying this authentication method globaly, it means that every hostname that i declare must use that. So i'm looking at {host_config, "myhost.domain.com" ...} But somehow i can't get ejabberd to look at that configuration, it just skips it. If i declare it like: {xhost_config, ...}, than in my ejabberd.log file i get a bad return error( so it knows that the configuration is there, but it won't look at it). Any suggestions? Thanks.

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  • Unable to Connect MTS Mblaze modem in Ubuntu 12.10?

    - by CracLock
    I am using Ubuntu for 1st time and i do have an modem MTS Mblaze in India which i am using in Windows. But when i tried to connect in Ubuntu 12.10 using give default method i.e. choose country, modem type, connection, add details and then connect. But its not working. Then i came over another solution at http://www.e-dirts.com/2012/how-to-setup-mts-mblaze-usb-modem-in-ubuntu-gnulinux/ But no installation of CrossPlatformUI-V2.1.2-SSTL-ALL-ubuntu.deb happens at all. Is it because i'm using 12.10 version while its tested using 12.04 version. And does that another 'Advanced user method' can be followed without internet? Please suggest. Help

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  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

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  • Migrating an Existing ASP.NET App to run on Windows Azure

    - by kaleidoscope
    Converting Existing ASP.NET application in to Windows Azure Method 1:  1. Add a Windows Azure Cloud Service to the existing solution                         2. Add WebRole Project in solution and select Existing Asp.Net project in it. Method 2: The other option would have been to create a new Cloud Service project and add the ASP.NET project (which you want to deploy on Azure) to it using -                    1. Solution | Add | Existing Project                    2. Add | Web Role Project in solution Converting Sql server database to SQL Azure - Step 1: Migrate the <Existing Application>.MDF Step 2: Migrate the ASP.NET providers Step 3: Change the connection strings More details can be found at http://blogs.msdn.com/jnak/archive/2010/02/08/migrating-an-existing-asp-net-app-to-run-on-windows-azure.aspx   Ritesh, D

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  • What algorithm(s) can be used to achieve reasonably good next word prediction?

    - by yati sagade
    What is a good way of implementing "next-word prediction"? For example, the user types "I am" and the system suggests "a" and "not" (or possibly others) as the next word. I am aware of a method that uses Markov Chains and some training text(obviously) to more or less achieve this. But I read somewhere that this method is very restrictive and applies to very simple cases. I understand basics of neural networks and genetic algorithms(though have never used them in a serious project) and maybe they could be of some help. I wonder if there are any algorithms that, given appropriate training text(e.g., newspaper articles, and the user's own typing) can come up with reasonably appropriate suggestions for the next word. If not (links to)algorithms, general high-level methods to attack this problem are welcome.

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  • What layer to introduce human readable error messages?

    - by MrLane
    One of the things that I have never been happy with on any project I have worked on over the years and have really not been able to resolve myself is exactly at what tier in an application should human readable error information be retrieved for display to a user. A common approach that has worked well has been to return strongly typed/concrete "result objects" from the methods on the public surface of the business tier/API. A method on the interface may be: public ClearUserAccountsResult ClearUserAccounts(ClearUserAccountsParam param); And the result class implementation: public class ClearUserAccountsResult : IResult { public readonly List<Account> ClearedAccounts{get; set;} public readonly bool Success {get; set;} // Implements IResult public readonly string Message{get; set;} // Implements IResult, human readable // Constructor implemented here to set readonly properties... } This works great when the API needs to be exposed over WCF as the result object can be serialized. Again this is only done on the public surface of the API/business tier. The error message can also be looked up from the database, which means it can be changed and localized. However, it has always been suspect to me, this idea of returning human readable information from the business tier like this, partly because what constitutes the public surface of the API may change over time...and it may be the case that the API will need to be reused by other API components in the future that do not need the human readable string messages (and looking them up from a database would be an expensive waste). I am thinking a better approach is to keep the business objects free from such result objects and keep them simple and then retrieve human readable error strings somewhere closer to the UI layer or only in the UI itself, but I have two problems here: 1) The UI may be a remote client (Winforms/WPF/Silverlight) or an ASP.NET web application hosted on another server. In these cases the UI will have to fetch the error strings from the server. 2) Often there are multiple legitimate modes of failure. If the business tier becomes so vague and generic in the way it returns errors there may not be enough information exposed publicly to tell what the error actually was: i.e: if a method has 3 modes of legitimate failure but returns a boolean to indicate failure, you cannot work out what the appropriate message to display to the user should be. I have thought about using failure enums as a substitute, they can indicate a specific error that can be tested for and coded against. This is sometimes useful within the business tier itself as a way of passing via method returns the specifics of a failure rather than just a boolean, but it is not so good for serialization scenarios. Is there a well worn pattern for this? What do people think? Thanks.

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  • What does the Spring framework do? Should I use it? Why or why not?

    - by sangfroid
    So, I'm starting a brand-new project in Java, and am considering using Spring. Why am I considering Spring? Because lots of people tell me I should use Spring! Seriously, any time I've tried to get people to explain what exactly Spring is or what it does, they can never give me a straight answer. I've checked the intros on the SpringSource site, and they're either really complicated or really tutorial-focused, and none of them give me a good idea of why I should be using it, or how it will make my life easier. Sometimes people throw around the term "dependency injection", which just confuses me even more, because I think I have a different understanding of what that term means. Anyway, here's a little about my background and my app : Been developing in Java for a while, doing back-end web development. Yes, I do a ton of unit testing. To facilitate this, I typically make (at least) two versions of a method : one that uses instance variables, and one that only uses variables that are passed in to the method. The one that uses instance variables calls the other one, supplying the instance variables. When it comes time to unit test, I use Mockito to mock up the objects and then make calls to the method that doesn't use instance variables. This is what I've always understood "dependency injection" to be. My app is pretty simple, from a CS perspective. Small project, 1-2 developers to start with. Mostly CRUD-type operations with a a bunch of search thrown in. Basically a bunch of RESTful web services, plus a web front-end and then eventually some mobile clients. I'm thinking of doing the front-end in straight HTML/CSS/JS/JQuery, so no real plans to use JSP. Using Hibernate as an ORM, and Jersey to implement the webservices. I've already started coding, and am really eager to get a demo out there that I can shop around and see if anyone wants to invest. So obviously time is of the essence. I understand Spring has quite the learning curve, plus it looks like it necessitates a whole bunch of XML configuration, which I typically try to avoid like the plague. But if it can make my life easier and (especially) if make it can make development and testing faster, I'm willing to bite the bullet and learn Spring. So please. Educate me. Should I use Spring? Why or why not?

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  • How do I fix these compiler errors in Apple Crunch?

    - by BluFire
    I've been looking around and I finally got the full source code for a game called Apple-Crunch from Google Code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since I couldn't figure out how to import the actual folder into my workspace (it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The errors were still there so I looked at the class files and noticed that the classes with errors extended from RokonActivity. I then proceeded to add to the libs folder the Rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do I fix the errors without having to manually change the code? The source code should be fully functional so why are there errors?

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  • Why can we delete some built-in properties of global object?

    - by demix
    I'm reading es5 these days and find that [[configurable]] attribute in some built-in properties of global object is set to true which means we can delete these properties. For example: the join method of Array.prototype object have attributes {[[Writable]]:true, [[Enumerable]]: false, [[Configurable]]: true} So we can easily delete the join method for Array like: delete Array.prototype.join; alert([1,2,3].join); The alert will display undefined in my chromium 17,firefox 9 ,ie 10,even ie6; In Chrome 15 & safari 5.1.1 the [[configurable]] attribute is set to true and delete result is also true but the final result is still function(){[native code]}. Seems like this is a bug and chromium fix it. I haven't notice that before. In my opinion, delete built-in functions in user's code is dangerous, and will bring out so many bugs when working with others.So why ECMAScript make this decision?

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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