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  • How do I fix a corrupted copy of .Net Framework on Windows 7?

    - by David
    I receive the following error when trying to run applications that require .net Framework 3.5: "Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The module was expected to contain an assembly manifest." I've tried numerous fixes, such as reinstalling through ad/remove software, copying the .net folder over from a clean windows 7 install, and running the .net cleanup tool. Just wondering if anyone has run into this issue before, or has an idea on how to fix it.

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  • impossible to install Framework 3.5

    - by yae
    Hi few days ago I formatted one of my computers (XP Home SP2 with prior updates installed). Now I am trying to install NET Framework 3.5, but display this error: [03/21/10,17:19:36] Microsoft .NET Framework 2.0a: [2] Error: Installation failed for component Microsoft .NET Framework 2.0a. MSI returned error code 1603 [03/21/10,17:20:17] WapUI: [2] DepCheck indicates Microsoft .NET Framework 2.0a is not installed. Already i have tried this to try solve this issue, but the problem persists. 1.- unistall all frameworks and reinstall from scratch 2.- clean all temps file and reinstall from scratch 3.- unistall and clean all frameworks with dotnetfx cleanup tool and reinstall from scratch 4.- install .NET Framework 3.5 full package But all these possibles solutions have failed. Any idea to solve this? Thanks in advance

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  • How to configure Unity/Compiz in 12.04 so that Update Manager opens maximized w/screen bigger than 1024×600?

    - by Jani Uusitalo
    In Precise, window auto-maximize is disabled on monitors with a resolution above 1024 × 600 [1]. I have a bigger resolution, but I prefer maximized windows anyway. I want Update Manager to start maximized. What I've tried so far: In Compiz Config Settings Manager, I have Place Windows activated and 'Windows with fixed placement mode' has windows matching the rule "(name=gnome-terminal) | (name=update-manager)" set to 'Maximize'. With this, Gnome Terminal starts maximized, Update Manager does not. In Compiz Config Settings Manager, I have set a Window Rules [2] rule to match "name=update-manager". Irregardless of any rules set or not, activating Window Rules results in not being able to bring out Unity Launcher anymore, Alt+Tab window switching becoming slow or nonfunctional entirely and the screen sporadically freezing completely. Not a viable option apparently. I've installed Maximus [3] and started it. Update Manager ignores it (or vice versa). I've not tried devilspie and would prefer not to. Having to configure something external for this would seem stupidly redundant with (the no-brainer) Maximus and all these Compiz options already available. I just can't seem to make them work. [1] https://bugs.launchpad.net/ayatana-design/+bug/797808 [2] http://askubuntu.com/a/53657/34756 [3] How to configure my system so that all windows start maximized?

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  • Munq is for web, Unity is for Enterprise

    - by oazabir
    The Unity Application Block (Unity) is a lightweight extensible dependency injection container with support for constructor, property, and method call injection. It’s a great library for facilitating Inversion of Control and the recent version supports AOP as well. However, when it comes to performance, it’s CPU hungry. In fact it’s so CPU hungry that it makes it impossible to make it work at Internet Scale. I was investigating some CPU issue on a portal that gets around 3MM hits per day and I found unusually high CPU. Here’s why: I did some CPU profiling on my open source project Dropthings and found that the highest CPU is consumed by Unity’s Resolve<>(). There’s no funky use of Unity in the project. Straightforward Register<>() and Resolve<>(). But as you can see, Resolve<>() is consuming significantly high CPU even after the site is warm and has been running for a while. Then I tried Munq, which is a basic Dependency Injection Container. It has everything you will usually need in a regular project. It boasts to be the fastest DI out there. So, I converted all Unity code to Munq in Dropthings and did a CPU profile and Whala!   There’s no trace of any Munq calls anywhere. That proves Munq is a lot faster than Unity.

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  • Booting Ubuntu 12.04 in Unity the Windows Theme & Icon Theme reversed back to and always locked to Ubuntu default

    - by Antonio
    I did set up last year Faience-Ocre as my Icon Theme and Adwaita Cupertino L Unity as my Windows Theme (the GTK+ thme was unchanged to Adwaita (default)). It has worked perfectly well until 3 days ago when starting my PC I saw the Ubuntu default showing up for Windows & Icon Theme. I noticed that at start-up the disk access LED is not lit up continuously as before but at moment stops reading for a few seconds (up to 15 s) then complete the disk reading process. When all was working well this LED would lit up continuously. Another thing is that GNOME applications are as well not working well as previously Nautilus and Gedit now don't use the global menu in the system bar but a local window menu. Nautilus - Nemo before the incident Nautilus - Nemo now ... I did open dconf to check the desktop settings in org-gnome-desktop-wm-preferences and everything is looking good. When I change the settings in the app Advanced Settings in the Theme folder I see the respective value changing in dconf. However, there is no change on my desktop. It looks like it's crippled and GNOME related. [Update 1]: I have the same defect as referenced @ ubuntu theme suddenly changed to default and it's not coming back! instead of my GTK theme I get a classic, Windows-95-like grayish theme ... However one of the solution mentionned: http://www.webupd8.org/2011/06/fix-ubuntu-linux-mint-theme-changing-to.html is not working at all, even for 20 s up to 60 s delay.

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • How to adjust the appearance of the Unity in 12.10?

    - by piedro
    Now I updated to 12.10 and would like to adjust the desktop, well unity, appearance. I know there is the theme setting, but I cannot adjust the symbol theme or windows decoration with the systemsettings. I used to use the tool "unsettings" but it doesn't work with 12.10 anymore. Ubuntu Tweak used to be an option but at this point many features are broken and a lot of settings seem to mess up my system or they don't change anything at all (I understand that there has been a design settings change - gsettings, dconf, something ...) myunity has some options to change stuff but I couldn't find it for 12.10 ... not to forget "gnome-tweak-tool" which seems to work for most settings but not for all, e.g. it doesn't change the mouse cursor and the windows decorations do not show some decorations I'd like to use and I am also afraid of messing things up because it is supposed to be used in gnomeshell ... actually as I found out right now it really messes things up: fonts get inverted, suddenly high contrast accessibility setings are used in some windows, nautilus has white fonts on white background and even the login manager is a mess now ... So: How can I adjust the theme, symbol, decorations, fonts for the normal user and for the desktop and for the applications including the applications started as sudo user? I should mention that I upgraded from 12.04 and that some applications like synaptic completely ignore any settings ... sadly it is a mess, there was a time when gnome theming was really well done and very adjustable, I wonder what happened ... Just now I read that further development of Ubuntu Tweak has been stopped. The developer announced that he won't go any further with the software and the online services ... That is sad and destroys my hope for easy appearance editing just by waiting ... has been such a nice tool for 12.04 ... r.i.p.

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • How can I get my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

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  • How to switch and list windows (possibly of the same application) in Unity?

    - by Bruno
    Is there a way to switch easily between specific windows belonging to the same given application? For example, open Firefox, maximise the window; then, open its History window (History menu - Show all history), maximise it too. Is there an easy way to switch between these two maximised Firefox windows, without necessarily minimising the current window (or other windows in front of the required window)? Similarly, if I open another application alongside, how can I quickly go to the Firefox window of my choice? I have tried Alt+Tab, but when coming back from another application, which of the Firefox windows I end up with seems indeterministic. Under Gnome, I would find the window I'm looking for in the bottom bar. Under OSX, I would right-click on the application's icon and choose the relevant window from the list. Under Windows 7, I would click on the application icon and choose from the smaller windows. Is there something similar that's not activated or not visible by default in Unity? Hovering my mouse until I've found somewhere worth hovering over hasn't been very successful so far. I would prefer a click-based solution, but solutions involving key short-cuts instead are welcome.

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  • Lost access to the unity interface how to fix? (ubuntu 11.10)

    - by Tal Galili
    o.k, this is embarrassing: I have installed Compiz Config Settings Manager and tried to fix it so that the transition time between changing tabs (using alt+tab) will be short. by accident I un-pressed V from something else, and it asked me about a conflict - I pressed the "x" button to close the window and as a result I stopped seeing the unity interface. That is - I can not see any buttons of the left side. I went to the terminal (ctrl+alt+F1) and ran ccsm As a result I got the following error: $ ccsm /usr/lib/python2.7/site-packages/gtk-2.0/gtk/__init__.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Traceback (most recent call last): File "/usr/bin/ccsm", line 93, in <module> import ccm File "/usr/lib/python2.7/site-packages/ccm/__init__.py", line 1, in <module> from ccm.Conflicts import * File "/usr/lib/python2.7/site-packages/ccm/Conflicts.py", line 26, in <module> from ccm.Constants import * File "/usr/lib/python2.7/site-packages/ccm/Constants.py", line 29, in <module> CurrentScreenNum = gtk.gdk.display_get_default().get_default_screen().get_number() AttributeError: 'NoneType' object has no attribute 'get_default_screen' What should I do next? Thanks.

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  • Inheritance Mapping Strategies with Entity Framework Code First CTP5: Part 2 – Table per Type (TPT)

    - by mortezam
    In the previous blog post you saw that there are three different approaches to representing an inheritance hierarchy and I explained Table per Hierarchy (TPH) as the default mapping strategy in EF Code First. We argued that the disadvantages of TPH may be too serious for our design since it results in denormalized schemas that can become a major burden in the long run. In today’s blog post we are going to learn about Table per Type (TPT) as another inheritance mapping strategy and we'll see that TPT doesn’t expose us to this problem. Table per Type (TPT)Table per Type is about representing inheritance relationships as relational foreign key associations. Every class/subclass that declares persistent properties—including abstract classes—has its own table. The table for subclasses contains columns only for each noninherited property (each property declared by the subclass itself) along with a primary key that is also a foreign key of the base class table. This approach is shown in the following figure: For example, if an instance of the CreditCard subclass is made persistent, the values of properties declared by the BillingDetail base class are persisted to a new row of the BillingDetails table. Only the values of properties declared by the subclass (i.e. CreditCard) are persisted to a new row of the CreditCards table. The two rows are linked together by their shared primary key value. Later, the subclass instance may be retrieved from the database by joining the subclass table with the base class table. TPT Advantages The primary advantage of this strategy is that the SQL schema is normalized. In addition, schema evolution is straightforward (modifying the base class or adding a new subclass is just a matter of modify/add one table). Integrity constraint definition are also straightforward (note how CardType in CreditCards table is now a non-nullable column). Another much more important advantage is the ability to handle polymorphic associations (a polymorphic association is an association to a base class, hence to all classes in the hierarchy with dynamic resolution of the concrete class at runtime). A polymorphic association to a particular subclass may be represented as a foreign key referencing the table of that particular subclass. Implement TPT in EF Code First We can create a TPT mapping simply by placing Table attribute on the subclasses to specify the mapped table name (Table attribute is a new data annotation and has been added to System.ComponentModel.DataAnnotations namespace in CTP5): public abstract class BillingDetail {     public int BillingDetailId { get; set; }     public string Owner { get; set; }     public string Number { get; set; } } [Table("BankAccounts")] public class BankAccount : BillingDetail {     public string BankName { get; set; }     public string Swift { get; set; } } [Table("CreditCards")] public class CreditCard : BillingDetail {     public int CardType { get; set; }     public string ExpiryMonth { get; set; }     public string ExpiryYear { get; set; } } public class InheritanceMappingContext : DbContext {     public DbSet<BillingDetail> BillingDetails { get; set; } } If you prefer fluent API, then you can create a TPT mapping by using ToTable() method: protected override void OnModelCreating(ModelBuilder modelBuilder) {     modelBuilder.Entity<BankAccount>().ToTable("BankAccounts");     modelBuilder.Entity<CreditCard>().ToTable("CreditCards"); } Generated SQL For QueriesLet’s take an example of a simple non-polymorphic query that returns a list of all the BankAccounts: var query = from b in context.BillingDetails.OfType<BankAccount>() select b; Executing this query (by invoking ToList() method) results in the following SQL statements being sent to the database (on the bottom, you can also see the result of executing the generated query in SQL Server Management Studio): Now, let’s take an example of a very simple polymorphic query that requests all the BillingDetails which includes both BankAccount and CreditCard types: projects some properties out of the base class BillingDetail, without querying for anything from any of the subclasses: var query = from b in context.BillingDetails             select new { b.BillingDetailId, b.Number, b.Owner }; -- var query = from b in context.BillingDetails select b; This LINQ query seems even more simple than the previous one but the resulting SQL query is not as simple as you might expect: -- As you can see, EF Code First relies on an INNER JOIN to detect the existence (or absence) of rows in the subclass tables CreditCards and BankAccounts so it can determine the concrete subclass for a particular row of the BillingDetails table. Also the SQL CASE statements that you see in the beginning of the query is just to ensure columns that are irrelevant for a particular row have NULL values in the returning flattened table. (e.g. BankName for a row that represents a CreditCard type) TPT ConsiderationsEven though this mapping strategy is deceptively simple, the experience shows that performance can be unacceptable for complex class hierarchies because queries always require a join across many tables. In addition, this mapping strategy is more difficult to implement by hand— even ad-hoc reporting is more complex. This is an important consideration if you plan to use handwritten SQL in your application (For ad hoc reporting, database views provide a way to offset the complexity of the TPT strategy. A view may be used to transform the table-per-type model into the much simpler table-per-hierarchy model.) SummaryIn this post we learned about Table per Type as the second inheritance mapping in our series. So far, the strategies we’ve discussed require extra consideration with regard to the SQL schema (e.g. in TPT, foreign keys are needed). This situation changes with the Table per Concrete Type (TPC) that we will discuss in the next post. References ADO.NET team blog Java Persistence with Hibernate book a { text-decoration: none; } a:visited { color: Blue; } .title { padding-bottom: 5px; font-family: Segoe UI; font-size: 11pt; font-weight: bold; padding-top: 15px; } .code, .typeName { font-family: consolas; } .typeName { color: #2b91af; } .padTop5 { padding-top: 5px; } .padTop10 { padding-top: 10px; } p.MsoNormal { margin-top: 0in; margin-right: 0in; margin-bottom: 10.0pt; margin-left: 0in; line-height: 115%; font-size: 11.0pt; font-family: "Calibri" , "sans-serif"; }

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  • Open source framework quality [closed]

    - by Jonas Byström
    It's not hard to find snippets, components or tools/toolkits in the open source world which holds the quality bar really high. Myself I use git, python, linux, gcc, bash and a whole range of others on a daily basis, and I love them. But when it comes to bigger frameworks, which are intended for facilitating larger tasks of an application without much interference, I'm not as enthusiastic. I've tried a few commercial frameworks (game engines), which were okay, but all big open source frameworks which I've used myself, or which I have seen used in applications were decidedly worse than the commercial equivalent. But I'm not sure if my experience was typical. Where have bigger open source frameworks for facilitating larger tasks of an application been able to equal or exceed commercial frameworks, and how were they better?

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  • Web framework able to handle many concurrent users [closed]

    - by Jonas
    Social networking sites needs to handle many concurrent users e.g. for chat functionality. What web frameworks scales well and are able to handle more than 10.000 concurrent users connected with Comet or WebSockets. The server is a Linux VPS with limited memory, e.g. 1GB-8GB. I have been looking for some Java frameworks but they consume much memory per connection. So I'm looking for other alternatives too. Are there any good frameworks that are able to handle more than 10.000 concurrent users with limited memory resources?

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  • Loading Entities Dynamically with Entity Framework

    - by Ricardo Peres
    Sometimes we may be faced with the need to load entities dynamically, that is, knowing their Type and the value(s) for the property(ies) representing the primary key. One way to achieve this is by using the following extension methods for ObjectContext (which can be obtained from a DbContext, of course): 1: public static class ObjectContextExtensions 2: { 3: public static Object Load(this ObjectContext ctx, Type type, params Object [] ids) 4: { 5: Object p = null; 6:  7: EntityType ospaceType = ctx.MetadataWorkspace.GetItems<EntityType>(DataSpace.OSpace).SingleOrDefault(x => x.FullName == type.FullName); 8:  9: List<String> idProperties = ospaceType.KeyMembers.Select(k => k.Name).ToList(); 10:  11: List<EntityKeyMember> members = new List<EntityKeyMember>(); 12:  13: EntitySetBase collection = ctx.MetadataWorkspace.GetEntityContainer(ctx.DefaultContainerName, DataSpace.CSpace).BaseEntitySets.Where(x => x.ElementType.FullName == type.FullName).Single(); 14:  15: for (Int32 i = 0; i < ids.Length; ++i) 16: { 17: members.Add(new EntityKeyMember(idProperties[i], ids[i])); 18: } 19:  20: EntityKey key = new EntityKey(String.Concat(ctx.DefaultContainerName, ".", collection.Name), members); 21:  22: if (ctx.TryGetObjectByKey(key, out p) == true) 23: { 24: return (p); 25: } 26:  27: return (p); 28: } 29:  30: public static T Load<T>(this ObjectContext ctx, params Object[] ids) 31: { 32: return ((T)Load(ctx, typeof(T), ids)); 33: } 34: } This will work with both single-property primary keys or with multiple, but you will have to supply each of the corresponding values in the appropriate order. Hope you find this useful!

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  • TLS/SSL and .NET Framework 4.0

    The Secure Socket Layer is now essential for the secure exchange of digital data, and is most generally used within the HTTPS protocol. .NET now provides the Windows Communication Foundation (WCF) to implement secure communications directly. Matteo explains the TLS/SSL protocol, and takes a hands-on approach to investigate the SslStream class to show how to implement a secure communication channel

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  • Resolving IEnumerable<T> with Unity

    - by Mark Seemann
    Can Unity automatically resolve IEnumerable<T>? Let's say I have a class with this constructor: public CoalescingParserSelector(IEnumerable<IParserBuilder> parserBuilders) and I configure individual IParserBuilder instances in the container: container.RegisterType<IParserSelector, CoalescingParserSelector>(); container.RegisterType<IParserBuilder, HelpParserBuilder>(); container.RegisterType<IParserBuilder, SomeOtherParserBuilder>(); can I make this work without having to implement a custom implementation of IEnumerable<IParserBuilder>? var selector = container.Resolve<IParserSelector>(); So far I haven't been able to express this in any simple way, but I'm still ramping up on Unity so I may have missed something.

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  • PerThreadLifetimeManager in Unity

    - by DorianGrey
    Hi, In the Unity PerThreadLifetimeManager documentation, I read that: "This lifetime manager does not dispose the instances it holds". Ref.: http://msdn.microsoft.com/en-us/library/ff647854.aspx So, if I am using a ThreadPool, does it mean that objects resolved using Unity on a Thread of the ThreadPool will not get disposed at the end of the work done in that thread before being returned to the pool? Any pattern or ideas how I can ensure that the objects do get disposed & I get a clean thread from the thread pool? Thanks!

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  • Unity and web service

    - by zachary
    I had this awesome idea... but I am afraid maybe it is actually a bad idea.... we use unity for dependency injection. I make interfaces from my web services using partial classes for the purpose of mocking and web services.... What I want to do is put my web services into unity and get them via dependency injection... What do you think? Is there too much overhead somewhere? Memory leaks? Is this a bad idea?

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  • What does "fully supported" mean in context of Radeon Opensource Video Driver?

    - by stevecoh1
    UPDATE: This is not a request for support of my specific issue. Details of that issue are here: How to recover from bad upgrade to 13.04 (Unity very slow) . I have "solved" that issue, for the time being anyway, by loading alternative lighter weight desktops. This question was opened specifically to question the meaning of the documentation at https://help.ubuntu.com/community/RadeonDriver . END OF UPDATE There it is, in Black and White: https://help.ubuntu.com/community/RadeonDriver Fully Supported All these Radeon(HD) cards and derivatives have good 3D acceleration support. This is not an exhaustive list: ... RV610/RV630 Radeon HD 2400/2600/2700/4200/4225/4250 Yet in my case (the HD2400) this proves to be manifestly untrue, at least if "Fully Supported" means sufficient to run Unity in Ubuntu 13.04. It runs all the applications I can launch under Unity, but Unity itself is unbearably slow. It's quite striking really. Click on the "Dash" - go get a cup of coffee. Type a key in the Unity search box, wait five seconds for it to appear. Type Alt-tab and wait five seconds for the screen to finish painting. None of these issues appear outside of Unity components. As you all know, there are complaints about slow performance all over the Internet about Unity. Shouldn't this page somehow address this issue? Especially if "fully supported" doesn't mean sufficiently to run the default modern Ubuntu release. What does "fully supported" mean?

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  • Cocoa framework development: sharing between projects

    - by e.James
    I am currently developing a handful of similar Cocoa desktop apps. In an effort to share code between them, I have identified a set of core classes and functions that can be common across all of these applications. I would like to bundle this common code into a framework which all of my current applications (and any future ones) can link against. Now, here's the hard part: I'm going to be developing this framework as I go, so I need each of my desktop apps to have a reference to it, but I want to be able to edit the framework source code from within each of the app projects and have the framework automatically rebuilt as required. For example, let's say I have the Xcode project for DesktopAppNumberOne open, and I decide that one of my framework classes needs to be changed. I would like to: Open and edit the source file for that framework class without having to open the framework project in Xcode. Hit "build" on DesktopAppNumberOne, and see the framework rebuilt first (because one of its sources has changed), then see parts of DesktopAppNumberOne rebuilt (because one of the frameworks it links against has changed). I can see how to do this with only one app and one framework, but I'm having trouble figuring out how to do it with multiple apps that share a single framework. Has anyone had success with this approach? Am I perhaps going about this the wrong way? Any help would be appreciated.

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Contructor parameters for dependent classes with Unity Framework

    - by Onisemus
    I just started using the Unity Application Block to try to decouple my classes and make it easier for unit testing. I ran into a problem though that I'm not sure how to get around. Looked through the documentation and did some Googling but I'm coming up dry. Here's the situation: I have a facade-type class which is a chat bot. It is a singleton class which handles all sort of secondary classes and provides a central place to launch and configure the bot. I also have a class called AccessManager which, well, manages access to bot commands and resources. Boiled down to the essence, I have the classes set up like so. public class Bot { public string Owner { get; private set; } public string WorkingDirectory { get; private set; } private IAccessManager AccessManager; private Bot() { // do some setup // LoadConfig sets the Owner & WorkingDirectory variables LoadConfig(); // init the access mmanager AccessManager = new MyAccessManager(this); } public static Bot Instance() { // singleton code } ... } And the AccessManager class: public class MyAccessManager : IAccessManager { private Bot botReference; public MyAccesManager(Bot botReference) { this.botReference = botReference; SetOwnerAccess(botReference.Owner); } private void LoadConfig() { string configPath = Path.Combine( botReference.WorkingDirectory, "access.config"); // do stuff to read from config file } ... } I would like to change this design to use the Unity Application Block. I'd like to use Unity to generate the Bot singleton and to load the AccessManager interface in some sort of bootstrapping method that runs before anything else does. public static void BootStrapSystem() { IUnityContainer container = new UnityContainer(); // create new bot instance Bot newBot = Bot.Instance(); // register bot instance container.RegisterInstance<Bot>(newBot); // register access manager container.RegisterType<IAccessManager,MyAccessManager>(newBot); } And when I want to get a reference to the Access Manager inside the Bot constructor I can just do: IAcessManager accessManager = container.Resolve<IAccessManager>(); And elsewhere in the system to get a reference to the Bot singleton: // do this Bot botInstance = container.Resolve<Bot>(); // instead of this Bot botInstance = Bot.Instance(); The problem is the method BootStrapSystem() is going to blow up. When I create a bot instance it's going to try to resolve IAccessManager but won't be able to because I haven't registered the types yet (that's the next line). But I can't move the registration in front of the Bot creation because as part of the registration I need to pass the Bot as a parameter! Circular dependencies!! Gah!!! This indicates to me I have a flaw in the way I have this structured. But how do I fix it? Help!!

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  • Passing List of Strings or Array of strings into Unity Injection Constructor (Config-Based)

    - by miguel
    I cannot seem to get unity working when attempting to pass in an array of strings into a constructor parameter list, while using XML configuration. When I try the following: <typeConfig ...> <constructor ...> <param ... parameterType="System.String[]"> <array> <value.../> <value.../> </array> </param> </constructor> </typeConfig> for a c'tor which looks like this: void Foo(string[] inputParams_){ ... } It always fails in Unity's FindConstructor(...) method stating that it cannot find a c'tor mathcing the parameter type of String.String Does anyone know how to pass an array of stings successfully into this type of c'tor? If not, how can I do so with a list of strings, if the c'tor were to accept an IList? Thanks!

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