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  • Looking for Non Hosted Audio & Video Podcasting Solution for Church Websites

    - by motboys
    I am looking for a solution that will do the following: User uploads audio and/or video files with title, desc. image etc Solution embeds info into ID3 tags Solution generates RSS feed Solution embeds new content in our website Content on website is searchable This is for a couple of church websites I manage. I am looking for the ability to do the above with a sermon mp3 and also a video. At the moment we are doing it with multiple steps / people involved and I want to automate the process. I can't seem to find a solution that does all of the above. Thank you!

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  • How to model interentity membership in entity-component architecture?

    - by croxis
    I'm falling in love with simple grace of entity-component design, although I still have issues breaking from MVC and OOP practices. Some of my game entities have membership relationships with each other (ex: a player is a member of a city, a city is a member of a nation), and I am unsure on the best way to implement it. My initial reaction is to have a a MemberOfCity component that points to the appropriate city component, but components are suppose to have no references to each other. My other option is to have a System do it, but that would require the system to persist data outside of a component. Is there a clean way to do this in an entity-component design, or am I trying to use a hammer on a screw and should use a hybrid/another approach?

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  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Using components in the XNA Game State Management example?

    - by Zolomon
    In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a very hard time trying to tie this up. I tried extending the GameScreen class by adding a public property of public List<DrawableGameCompnent> components { get; set; } and then add my components to that list when I initialize the current screen as well as looping over the components in the LoadContent, Update and Draw methods. However, this doesn't feel like the correct way to go - mainly because it doesn't work when I get to the implementation of my GameplayScreen. Any thoughts?

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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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  • How relevant is PHP today for browser games?

    - by Bitgarden
    I was the lead developer of 2 moderately successful browser games quite a few years back, and plan on working on a new game soon. At the time, I wrote them in pure PHP (no template engine or anything of the sort). I'd like to start working on a new game, but have been out of the web development world for a while. Reading around, I hear a lot of good about Rails, Django, Node.js, etc., with which I have no experience (although I know my way around Python, Javascript, and the others quite well). So my question is the following- if I were to go in my old ways and go with PHP again, would I be making things hard for myself? Would picking something more "trendy" have a real impact on my development? In addition, does anyone have any pointers relating to specifically developing browser games with these more modern tools?

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  • Empirical evidence regarding testability

    - by Xodarap
    A google scholar search turns up numerous papers on testability, including models for computing testability, recommendations for how ones code can be more testable, etc. They all come with the assertion that more testable code is more stable, but I can't find any studies which actually demonstrate this. Can someone link me to a study evaluating the effect of testable code vs. quality? The closest I can find is Improving the Testability of Object Oriented Systems, which discusses the relationship between design flaws and testability.

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

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  • What is the standard way of delivering HTML5 games to portals and such?

    - by Bane
    Let me explain what I mean by "standard way of delivering"... Think about Flash games sites. Flash games can be delivered as a single file, either hosted by the site, or, I guess, provided by someone else. HTML5 games, on the other hand, don't have something so standard. Usually, they have their own page, and portals just link to that page. I think that it greatly hinders the purpose of that portal, because, well, you want people to stay on your site and look for other games. Now, I think that a some kind of iframe way of delivering games would help solve this problem greatly. I saw some games doing that, and they were often included on tutorial sites to show a live example, which is obviously a great thing. So, is there a standard at all? Any suggestions? Can you create a game that just preloads itself in an iframe (I heard something about a "single document" or something)?

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  • How to reduce the time it takes to load my web game? [closed]

    - by Danial
    I created a puzzle game with Unity and uploaded it to one server. This works fine, but I bought a new server and uploaded my game to it as well. There, the loading time is much longer. These are the servers: http://pinheadsinteractive.com/Mozzie/ (fast) http://operation-mozzie-free.com/ (slow) The Unity files are exactly the same from one server to the next. My client is dissatisfied with the new, slow loading time. So, how can I reduce the time my Unity game takes to load? Even in some cases they faced the problem that they could not load the game at all. For the the moment, I'm using an iframe on the new sever as a workaround, but the issue still remains unsolved.

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  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Is testable code actually more stable? [closed]

    - by Xodarap
    A google scholar search turns up numerous papers on testability, including models for computing testability, recommendations for how ones code can be more testable, etc. They all come with the assertion that more testable code is more stable, however I can't find any studies which actually demonstrate this. I tried looking for studies evaluating the effect of testable code vs. quality, however the closest I can find is Improving the Testability of Object Oriented Systems, which discusses the relationship between design flaws and testability. Is testable code is actually more stable? And why, or why not? Please back up your answers with references or evidence to back up your claim.

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  • Turn off LogEnabled Filter at run time - Logging Enterprise Application Block

    - by Or A
    Hi, so the story go like this: i'm using the Logging Enterprise Application block that provided by microsoft to log events in our application. The goal is to enabled event viewer logging at loading and then turn it off. What i did is to add EventLog TraceListener which write all our logs into the event viewer. What i'm trying to do is to disable it after the application was done loading. The only way that i can thing about is to add a LogEnabled Filter and then turn it off. However, i don't know how to access this filter at run time and disable log on this listener. if you have an idea, please share. Thanks

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  • Tomcat - virtualhosting - name / ip / port - based

    - by lisak
    Hey, what are the usage scenarios for these kinds of virtual hosting ? Name Based - typical tomcat virtual hosting, one HOME instance with many contexts, each as an individual host IP based / port based - multiple instances of tomcat ( how is it with performance and memory consuption?) running on IP aliases (virtual IPs) for one network adapter, usually behind http apache server that can run name based virtual hostings. Otherwise I can't figure out how would I forward requests in iptables/firewall based on IP address, which is just one. How is IP based virtual hosting done as to Tomcat and multiple instances ? I'd like to hear some usage scenarios from your experience. How are you running your applications. Cause there are applications having it's own modified classloader and they are developed in a way to run alone withing a tomcat instance. Then there are trivial applications which can run within one instance without problems. Many thanks

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  • Web-based document merge solution?

    - by rugcutter
    We are looking for a web-based document merge solution. Our application is a web-based project management tool built using Xataface - PHP on Windows IIS + mySQL. We have a function that allows the user to generate a status report in Microsoft Word format based on data in the tool. Currently this function is implemented using LiveDocX. We have a status report template, and LiveDocX performs the merge into the template using data from our project management tool. The main drawback is LiveDocx is web-service based. We are looking to replace LiveDocX in order to reduce our dependence on the up-time of a third-party web-service that we cannot control. Does anyone have any suggestions on a web based document merge solution that I can install on my IIS or PHP based server?

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  • PHP 5.4 turn display_errors off php.ini

    - by Ethan H
    I need PHP errors not to be displayed but logged. I am using PHP 5.4 My current code to log errors in my php.ini is: log_errors = 1 error_log = "/path-to-file/error_log.txt" Which works however I am getting a 500 internal server error trying to turn error displaying off using display_errors. I have tried using the following, all returning 500 errors. display_errors = 0 display_errors = "0" display_errors = false display_errors = "false" display_errors = Off display_errors = "Off" According to the PHP documentation, as of PHP 5.4, it is a string. What am I suppose to set display_errors to to turn error displaying off?

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  • How to turn off Video Acceleration programatically.

    - by Stefan
    Im using the Windows Media Player OCX in a program runned on hundreds of computers (dedicated). I have found out that when video acceleration is turned on to "full", on some computers it will cause the video to fail to play correct, with green squares between movies and so on. Turn the acceleration to "None" and everything is fine. This program is runned on ~800 computers that will autoupdate my program. So I want to add to the startup to my program that it turns off the video acceleration. The question is, how do I turn off video Acceleration Programatically? All computers are running XP and at least the second service pack. It would take me ages to manually logg in to all those computers and change that setting so thats why I want the program to be able to do it automagically for me.

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  • php turn unicode http link into clickable

    - by newinjs
    Hello, i have unicode link needed to be turn into links. Is it possible to change unicode into clickable? Currently i'm using this piece of code to turn link into clickable function clickable_link($text) { $ret = ' ' . $text; $ret = preg_replace("#(^|[\n ])([\w]+?://[\w\#$%&~/.\-;:=,?@\[\]+]*)#is", "\\1<a class=\"hrefLink\" href=\"\\2\" target=\"_blank\">\\2</a>", $ret); $ret = preg_replace("#(^|[\n ])((www|ftp)\.[\w\#$%&~/.\-;:=,?@\[\]+]*)#is", "\\1<a class=\"hrefLink\" href=\"http://\\2\" target=\"_blank\">\\2</a>", $ret); $ret = preg_replace("#(^|[\n ])([a-z0-9&\-_.]+?)@([\w\-]+\.([\w\-\.]+\.)*[\w]+)#i", "\\1<a href=\"mailto:\\2@\\3\">\\2@\\3</a>", $ret); $ret = substr($ret, 1); return $ret; } Any help would be deeply appreciated.

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  • How to turn off SSL on heroku

    - by rockyroadster555
    I'm redirecting a domain to Heroku using a cname. Currently Its working but is giving me an ssl error. Is there a way to turn off ssl on heroku? Heres the SSL Error This is probably not the site you are looking for! You attempted to reach app.grewpr.com, but instead you actually reached a server i identifying itself as *.herokuapp.com. This may be caused by a misconfiguration on the server or by something more serious. An attacker on your network could be trying to get you to visit a fake (and potentially harmful) version of app.grewpr.com. You should not proceed, especially if you have never seen this warning before for this site. When I try to go to http://pure-chamber-1979.herokuapp.com/ it automatically redirects me to the ssl version. Is there a way to turn this off?

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  • Entity Framework 4.3.1 Code based Migrations and Connector/Net 6.6

    - by GABMARTINEZ
     Code-based migrations is a new feature as part of the Connector/Net support for Entity Framework 4.3.1. In this tutorial we'll see how we can use it so we can keep track of the changes done to our database creating a new application using the code first approach. If you don't have a clear idea about how code first works we highly recommend you to check this subject before going further with this tutorial. Creating our Model and Database with Code First  From VS 2010  1. Create a new console application 2.  Add the latest Entity Framework official package using Package Manager Console (Tools Menu, then Library Package Manager -> Package Manager Console). In the Package Manager Console we have to type  Install-Package EntityFramework This will add the latest version of this library.  We will also need to make some changes to your config file. A <configSections> was added which contains the version you have from EntityFramework.  An <entityFramework> section was also added where you can set up some initialization. This section is optional and by default is generated to use SQL Express. Since we don't need it for now (we'll see more about it below) let's leave this section empty as shown below. 3. Create a new Model with a simple entity. 4. Enable Migrations to generate the our Configuration class. In the Package Manager Console we have to type  Enable-Migrations; This will make some changes in our application. It will create a new folder called Migrations where all the migrations representing the changes we do to our model.  It will also create a Configuration class that we'll be using to initialize our SQL Generator and some other values like if we want to enable Automatic Migrations.  You can see that it already has the name of our DbContext. You can also create you Configuration class manually. 5. Specify our Model Provider. We need to specify in our Class Configuration that we'll be using MySQLClient since this is not part of the generated code. Also please make sure you have added the MySql.Data and the MySql.Data.Entity references to your project. using MySql.Data.Entity;   // Add the MySQL.Data.Entity namespace public Configuration() { this.AutomaticMigrationsEnabled = false; SetSqlGenerator("MySql.Data.MySqlClient", new MySql.Data.Entity.MySqlMigrationSqlGenerator());    // This will add our MySQLClient as SQL Generator } 6. Add our Data Provider and set up our connection string <connectionStrings> <add name="PersonalContext" connectionString="server=localhost;User Id=root;database=Personal;" providerName="MySql.Data.MySqlClient" /> </connectionStrings> <system.data> <DbProviderFactories> <remove invariant="MySql.Data.MySqlClient" /> <add name="MySQL Data Provider" invariant="MySql.Data.MySqlClient" description=".Net Framework Data Provider for MySQL" type="MySql.Data.MySqlClient.MySqlClientFactory, MySql.Data, Version=6.6.2.0, Culture=neutral, PublicKeyToken=c5687fc88969c44d" /> </DbProviderFactories> </system.data> * The version recommended to use of Connector/Net is 6.6.2 or earlier. At this point we can create our database and then start working with Migrations. So let's do some data access so our database get's created. You can run your application and you'll get your database Personal as specified in our config file. Add our first migration Migrations are a great resource as we can have a record for all the changes done and will generate the MySQL statements required to apply these changes to the database. Let's add a new property to our Person class public string Email { get; set; } If you try to run your application it will throw an exception saying  The model backing the 'PersonelContext' context has changed since the database was created. Consider using Code First Migrations to update the database (http://go.microsoft.com/fwlink/?LinkId=238269). So as suggested let's add our first migration for this change. In the Package Manager Console let's type Add-Migration AddEmailColumn Now we have the corresponding class which generate the necessary operations to update our database. namespace MigrationsFromScratch.Migrations { using System.Data.Entity.Migrations; public partial class AddEmailColumn : DbMigration { public override void Up(){ AddColumn("People", "Email", c => c.String(unicode: false)); } public override void Down() { DropColumn("People", "Email"); } } } In the Package Manager Console let's type Update-Database Now you can check your database to see all changes were succesfully applied. Now let's add a second change and generate our second migration public class Person   {       [Key]       public int PersonId { get; set;}       public string Name { get; set; }       public string Address {get; set;}       public string Email { get; set; }       public List<Skill> Skills { get; set; }   }   public class Skill   {     [Key]     public int SkillId { get; set; }     public string Description { get; set; }   }   public class PersonelContext : DbContext   {     public DbSet<Person> Persons { get; set; }     public DbSet<Skill> Skills { get; set; }   } If you would like to customize any part of this code you can do that at this step. You can see there is the up method which can update your database and the down that can revert the changes done. If you customize any code you should make sure to customize in both methods. Now let's apply this change. Update-database -verbose I added the verbose flag so you can see all the SQL generated statements to be run. Downgrading changes So far we have always upgraded to the latest migration, but there may be times when you want downgrade to a specific migration. Let's say we want to return to the status we have before our last migration. We can use the -TargetMigration option to specify the migration we'd like to return. Also you can use the -verbose flag. If you like to go  back to the Initial state you can do: Update-Database -TargetMigration:$InitialDatabase  or equivalent: Update-Database -TargetMigration:0  Migrations doesn't allow by default a migration that would ocurr in a data loss. One case when you can got this message is for example in a DropColumn operation. You can override this configuration by setting AutomaticMigrationDataLossAllowed to true in the configuration class. Also you can set your Database Initializer in case you want that these Migrations can be applied automatically and you don't have to go all the way through creating a migration and updating later the changes. Let's see how. Database Initialization by Code We can specify an initialization strategy by using Database.SetInitializer (http://msdn.microsoft.com/en-us/library/gg679461(v=vs.103)). One of the strategies that I found very useful when you are at a development stage (I mean not for production) is the MigrateDatabaseToLatestVersion. This strategy will make all the necessary migrations each time there is a change in our model that needs a database replication, this also implies that we have to enable AutomaticMigrationsEnabled flag in our Configuration class. public Configuration()         {             AutomaticMigrationsEnabled = true;             AutomaticMigrationDataLossAllowed = true;             SetSqlGenerator("MySql.Data.MySqlClient", new MySql.Data.Entity.MySqlMigrationSqlGenerator());    // This will add our MySQLClient as SQL Generator          } In the new EntityFramework section of your Config file we can set this at a context level basis.  The syntax is as follows: <contexts> <context type="Custom DbContext name, Assembly name"> <databaseInitializer type="System.Data.Entity.MigrateDatabaseToLatestVersion`2[[ Custom DbContext name, Assembly name],  [Configuration class name, Assembly name]],  EntityFramework" /> </context> </contexts> In our example this would be: The syntax is kind of odd but very convenient. This way all changes will always be applied when we do any data access in our application. There are a lot of new things to explore in EF 4.3.1 and Migrations so we'll continue writing some more posts about it. Please let us know if you have any questions or comments, also please check our forums here where we keep answering questions in general for the community.  Hope you found this information useful. Happy MySQL/.Net Coding! 

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