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  • Databases in Source Control

    - by Grant Fritchey
    I’ve been working as a database professional for quite a long time. But originally, I was a developer. And I loved being a developer. There was this constant feedback loop of a job well done, your code compiled and it ran. Every time this happened successfully, you’d check it into source control. These days you have to add another step; the code passed all the tests, unit, line, regression, qa, whatever, then into source control it goes. As a matter of fact, when I first made the jump from developer to DBA/database developer/database professional, source control was the one thing I couldn’t believe was missing from the DBA toolbox. Come to find out, source control was only the beginning of what was missing from your standard DBAs set of skills. Don’t get me wrong. I’m not disrespecting the DBA. They’re focused where they should be, on your production data. But there has to be a method for developing applications that include databases and the database side of that development and deployment process has long been lacking. This lack of development and deployment methodologies is a part of what has given rise to some of the wackier implementations of Object Relational Mapping tools, the NoSQL movement, and some of the other foul cursing that is directed towards databases, DBAs, and database development by application developers. Some of that is well earned. A lot isn’t. But it is a fact that database professionals, in general, do not have as sophisticated a model for managing development and deployment as application developers do. We could charge out and start trying to come up with our own standards and methods. I’m sure people have done exactly that. However, I’m lazy, and not terribly bright. Rather than try to invent a whole new process, I’m going to look to my developer roots and choose instead to emulate the developers. They’re sitting over there across the hall from me working with SCRUM/Agile/Waterfall/Object Driven/Feature Driven/Test Driven development processes that they’ve been polishing for years. What if I just started working on database development the same way they work on code development? Win! Ah, but now I have to have a mechanism for treating my database like application code. First, I need a method for getting it into source control. That’s where Red Gate’s SQL Source Control comes into the picture. SQL Source Control works within SQL Server Management Studio to connect your database objects up to the source control system of your choice. Right out of the box SQL Source Control can link to TFS, SVN or Vault. With a little work you can connect it to Git or just about any other source control system. With the ability to get my database into source control, a lot of possibilities for more direct integration with the application development teams open up.

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  • Google TV Gets Bad Reception. Can Media Center Pull in the Signal?

    - by andrewbrust
    The news hit Monday morning that Google has decided to delay the release of its Google TV platform, and has asked its OEMs to delay any products that embed the software.  Coming just about two weeks prior to the 2011 Consumer Electronics Show (CES), Google’s timing is about the worst imaginable.  CES is where the platform should have had its coming out party, especially given all the anticipation that has built up since its initial announcement came 7 months ago. At last year’s CES, it seemed every consumer electronics company had fashioned its own software stack for Internet-based video programming and applications/widgets on its TVs, optical disc players and set top boxes.  In one case, I even saw two platforms on a single TV set (one provided by Yahoo and the other one native to the TV set). The whole point of Google TV was to solve this problem and offer a standard, embeddable platform.  But that won’t be happening, at least not for a while.  Google seems unable to get it together, and more proprietary approaches, like Apple TV, don’t seem to be setting the world of TV-Internet convergence on fire, either. It seems to me, that when it comes to building a “TV operating system,” Windows Media Center is still the best of a bad bunch.  But it won’t stay so for much longer without some changes.  Will Redmond pick up the ball that Google has fumbled?  I’m skeptical, but hopeful.  Regardless, here are some steps that could help Microsoft make the most of Google’s faux pas: Introduce a new Media Center version that uses XBox 360, rather than Windows 7 (or 8), as the platform.  TV platforms should be appliance-like, not PC-like.  Combine that notion with the runaway sales numbers for Xbox 360 Kinect, and the mass appeal it has delivered for Xbox, and the switch form Windows makes even more sense. As I have pointed out before, Microsoft’s Xbox implementation of its Mediaroom platform (announced and demoed at last year’s CES) gets Redmond 80% of the way toward this goal.  Nothing stops Microsoft from going the other 20%, other than its own apathy, which I hope has dissipated. Reverse the decision to remove Drive Extender technology from Windows Home Server (WHS), and create deep integration between WHS and Media Center.  I have suggested this previously as well, but the recent announcement that Drive Extender would be dropped from WHS 2.0 creates the need for me to a) join the chorus of people urging Microsoft to reconsider and b) reiterate the importance of Media Center-WHS integration in the context of a Google compete scenario. Enable Windows Phone 7 (WP7) as a Media Center client.  This would tighten the integration loop already established between WP7, Xbox and Zune.  But it would also counter Echostar/DISH Network/Sling Media, strike a blow against Google/Android (and even Apple/iOS) and could be the final strike against TiVO. Bring the WP7 user interface to Media Center and Kinect-enable it.  This would further the integration discussed above and would be appropriate recognition of WP7’s Metro UI having been built on the heritage of the original Media Center itself.  And being able to run your DVR even if you can’t find the remote (or can’t see its buttons in the dark) could be a nifty gimmick. Microsoft can do this but its consumer-oriented organization, responsible for Xbox, Zune and WP7, has to take the reins here, or none of this will likely work.  There’s a significant chance that won’t happen, but I won’t let that stop me from hoping that it does and insisting that it must.  Honestly, this fight is Microsoft’s to lose.

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • Oracle Social Network Developer Challenge: TEAM Informatics

    - by Kellsey Ruppel
    Originally posted by Jake Kuramoto on The Apps Lab blog. Here comes another Oracle Social Network Developer Challenge entry, this one courtesy of TEAM Informatics (@teaminformatics). As their name suggests, their entry was a true team effort, featuring the work of Jon Chartrand, Deepthi Sanikommu, Dmitry Shtulman, Raghavendra Joshi, and Daniel Stitely with Wayne Boerger doing the presentation honors. Speaking of the presentation, Wayne’s laptop wouldn’t project onto the plasma we had in the OTN Lounge, but luckily, Noel (@noelportugal) had his iPad and VGA dongle in his backpack of goodies, so they were able to improvise by using the iPad camera to capture Wayne’s demo and project the video to the plasma. Code will find a way. Anyway, TEAM built Do Over, an integration with Atlassian’s JIRA, coincidentally something I’ve chatted with Rich (@rmanalan) about in the past. The basic idea is simple; integrate JIRA issues with Oracle Social Network to expand and centralize the conversation around issue resolution. In Dmitry’s words: We were able to put together a team on fairly short notice and, after batting a few ideas around, decided to pursue an integration with JIRA, an issue and project tracking tool used in-house at TEAM.  After getting to know WebCenter Social, we saw immediate benefits that a JIRA integration could bring, primarily due to the fact that JIRA only allows assignment of an issue to one person at a time.  Integrating Social would allow collaboration and issue resolution to happen right from the JIRA Issue interface. TEAM tackled a very common pain point among developers, i.e. including everyone who needs to be involved in issue resolution into a single thread. If you’ve ever fixed bugs or participated in that process, you’ll know that not everyone has access to the issue resolution system, which makes consolidating discussion time-consuming and fragmented. Why? Because we typically use email as the tool for collaboration. Oracle Social Network allows for all parties involved to work in a single, private and secure conversation, and through its RESTful Public API, information from external systems like JIRA can be brought in for context. TEAM only had time to address half the solution, but given more time, I’m sure they would have made the integration bidirectional, allowing for relevant commentary to be pushed back to JIRA, closing the loop. Here are some screenshot of their integration. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } When Oracle Social Network is released, TEAM will have something they use internally to work on issues, and maybe they’ll even productize their work and add it to the Atlassian Marketplace so that other JIRA users can benefit from the combination of Oracle Social Network and JIRA. Thanks to everyone at TEAM for participating in our challenge. We hope they had a good experience. Look for the details of the other entries this week. Be sure to check out a full recap from Dmitry over on the TEAM blog.

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  • Am I right about the differences between Floyd-Warshall, Dijkstra's and Bellman-Ford algorithms?

    - by Programming Noob
    I've been studying the three and I'm stating my inferences from them below. Could someone tell me if I have understood them accurately enough or not? Thank you. Dijkstra's algorithm is used only when you have a single source and you want to know the smallest path from one node to another, but fails in cases like this Floyd-Warshall's algorithm is used when any of all the nodes can be a source, so you want the shortest distance to reach any destination node from any source node. This only fails when there are negative cycles (this is the most important one. I mean, this is the one I'm least sure about:) 3.Bellman-Ford is used like Dijkstra's, when there is only one source. This can handle negative weights and its working is the same as Floyd-Warshall's except for one source, right? If you need to have a look, the corresponding algorithms are (courtesy Wikipedia): Bellman-Ford: procedure BellmanFord(list vertices, list edges, vertex source) // This implementation takes in a graph, represented as lists of vertices // and edges, and modifies the vertices so that their distance and // predecessor attributes store the shortest paths. // Step 1: initialize graph for each vertex v in vertices: if v is source then v.distance := 0 else v.distance := infinity v.predecessor := null // Step 2: relax edges repeatedly for i from 1 to size(vertices)-1: for each edge uv in edges: // uv is the edge from u to v u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: v.distance := u.distance + uv.weight v.predecessor := u // Step 3: check for negative-weight cycles for each edge uv in edges: u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: error "Graph contains a negative-weight cycle" Dijkstra: 1 function Dijkstra(Graph, source): 2 for each vertex v in Graph: // Initializations 3 dist[v] := infinity ; // Unknown distance function from 4 // source to v 5 previous[v] := undefined ; // Previous node in optimal path 6 // from source 7 8 dist[source] := 0 ; // Distance from source to source 9 Q := the set of all nodes in Graph ; // All nodes in the graph are 10 // unoptimized - thus are in Q 11 while Q is not empty: // The main loop 12 u := vertex in Q with smallest distance in dist[] ; // Start node in first case 13 if dist[u] = infinity: 14 break ; // all remaining vertices are 15 // inaccessible from source 16 17 remove u from Q ; 18 for each neighbor v of u: // where v has not yet been 19 removed from Q. 20 alt := dist[u] + dist_between(u, v) ; 21 if alt < dist[v]: // Relax (u,v,a) 22 dist[v] := alt ; 23 previous[v] := u ; 24 decrease-key v in Q; // Reorder v in the Queue 25 return dist; Floyd-Warshall: 1 /* Assume a function edgeCost(i,j) which returns the cost of the edge from i to j 2 (infinity if there is none). 3 Also assume that n is the number of vertices and edgeCost(i,i) = 0 4 */ 5 6 int path[][]; 7 /* A 2-dimensional matrix. At each step in the algorithm, path[i][j] is the shortest path 8 from i to j using intermediate vertices (1..k-1). Each path[i][j] is initialized to 9 edgeCost(i,j). 10 */ 11 12 procedure FloydWarshall () 13 for k := 1 to n 14 for i := 1 to n 15 for j := 1 to n 16 path[i][j] = min ( path[i][j], path[i][k]+path[k][j] );

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  • Lazy Evaluation &ndash; Why being lazy in F# blows my mind!

    - by MarkPearl
    First of all – shout out to Peter Adams – from the feedback I have gotten from him on the last few posts of F# that I have done – my mind has just been expanded. I did a blog post a few days ago about infinite sequences – I didn’t really understand what was going on with it, and I still don’t really get it – but I am getting closer. In Peter’s last comment he made mention of Lazy Evaluation. I am ashamed to say that up till then I had never heard about lazy evaluation – how can evaluation be lazy? I mean, I know about lazy loading and that makes sense… but surely something is either evaluated or not! Well… a bit of reading today and I have been enlightened to a point – if you do know of any good articles explaining lazy evaluation please send them to me. So what is lazy evaluation and why is it useful? Lazy evaluation is a process whereby the system only computes the values needed and “ignores” the computations not needed. I’m going out on a limb here, but with this explanation in hand, imagine the following C# code… public int CalculatedVal() { int Val1 = 0; int Val2 = 0; for (int Count = 0; Count < 1000000; Count++) { Val1++; } return Val2; }   Normally, even though Val1 is never needed, the system would loop 1000000 times and add 1 to the current value of Val1. Imagine if the system realized this and so just skipped this segment of code and instead did the following…. public int CalculatedVal() { int Val1 = 0; return Val2; }   A massive saving in computation and wasted effort. Now I am pretty sure it isn’t as simple as this but I think this is the basic idea. For a more detailed explanation of lazy evaluation in c#, Pedram Rezei has a wonderful post on lazy evaluation and makes some C# comparisons. I am not going to take any thunder from him by repeating everything he said since I think he did such a good job of explaining it himself. What I am interested in though is how in F# do you tell something to have lazy evalution, and how do you know if something will be eager or lazy by looking at it. I found this post was useful. From reading around F# by default uses eager evaluation unless explicitly told to use lazy evaluation. One exception to this is sequences, which are lazy by default. Now reading about lazy evaluation has helped me understand more about F# coding… From my understanding of F# because of its declarative nature, most of the actual code you are declaring properties and rules – very little code is actually saying do this right now - but when it comes to a “do this” code section, it then evaluates and optimizes code and applies the rules. So props to lazy evaluation and its optimizations…

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  • SQL SERVER – ASYNC_IO_COMPLETION – Wait Type – Day 11 of 28

    - by pinaldave
    For any good system three things are vital: CPU, Memory and IO (disk). Among these three, IO is the most crucial factor of SQL Server. Looking at real-world cases, I do not see IT people upgrading CPU and Memory frequently. However, the disk is often upgraded for either improving the space, speed or throughput. Today we will look at another IO-related wait type. From Book On-Line: Occurs when a task is waiting for I/Os to finish. ASYNC_IO_COMPLETION Explanation: Any tasks are waiting for I/O to finish. If by any means your application that’s connected to SQL Server is processing the data very slowly, this type of wait can occur. Several long-running database operations like BACKUP, CREATE DATABASE, ALTER DATABASE or other operations can also create this wait type. Reducing ASYNC_IO_COMPLETION wait: When it is an issue related to IO, one should check for the following things associated to IO subsystem: Look at the programming and see if there is any application code which processes the data slowly (like inefficient loop, etc.). Note that it should be re-written to avoid this  wait type. Proper placing of the files is very important. We should check the file system for proper placement of the files – LDF and MDF on separate drive, TempDB on another separate drive, hot spot tables on separate filegroup (and on separate disk), etc. Check the File Statistics and see if there is a higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. Check event log and error log for any errors or warnings related to IO. If you are using SAN (Storage Area Network), check the throughput of the SAN system as well as configuration of the HBA Queue Depth. In one of my recent projects, the SAN was performing really badly and so the SAN administrator did not accept it. After some investigations, he agreed to change the HBA Queue Depth on the development setup (test environment). As soon as we changed the HBA Queue Depth to quite a higher value, there was a sudden big improvement in the performance. It is very likely to happen that there are no proper indexes on the system and yet there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can effectively reduce lots of CPU, Memory and IO (considering cover index has lesser columns than cluster table and all other; it depends upon the situation). You can refer to the following two articles I wrote that talk about how to optimize indexes: Create Missing Indexes Drop Unused Indexes Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Read all the post in the Wait Types and Queue series. Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All the discussions of Wait Stats in this blog are generic and vary from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • Tuesday at OpenWorld: Identity Management

    - by Tanu Sood
    At Oracle OpenWorld? From keynotes, general sessions to product deep dives and executive events, this Tuesday is full of informational, educational and networking opportunities for you. Here’s a quick run-down of what’s happening today: Tuesday, October 2, 2012 KEYNOTE: The Oracle Cloud: Oracle’s Cloud Platform and Applications Strategy 8:00 a.m. – 9:45 a.m., Moscone North, Hall D Leading customers will join Oracle Executive Vice President Thomas Kurian to discuss how Oracle’s innovative cloud solutions are transforming how they manage their business, excite and retain their employees, and deliver great customer experiences through Oracle Cloud. GENERAL SESSION: Oracle Fusion Middleware Strategies Driving Business Innovation 10:15 a.m. – 11:15 a.m., Moscone North - Hall D Join Hasan Rizvi, Executive Vice President of Product in this strategy and roadmap session to hear how developers leverage new innovations in their applications and customers achieve their business innovation goals with Oracle Fusion Middleware. CON9437: Mobile Access Management 10:15 a.m. – 11:15 a.m., Moscone West 3022 The session will feature Identity Management evangelists from companies like Intuit, NetApp and Toyota to discuss how to extend your existing identity management infrastructure and policies to securely and seamlessly enable mobile user access. CON9162: Oracle Fusion Middleware: Meet This Year's Most Impressive Customer Projects 11:45 a.m. – 12:45 a.m., Moscone West, 3001 Hear from the winners of the 2012 Oracle Fusion Middleware Innovation Awards and see which customers are taking home a trophy for the 2012 Oracle Fusion Middleware Innovation Award.  Read more about the Innovation Awards here. CON9491: Enhancing the End-User Experience with Oracle Identity Governance applications 11:45 a.m. – 12:45 p.m., Moscone West 3008 Join experts from Visa and Oracle as they explore how Oracle Identity Governance solutions deliver complete identity administration and governance solutions with support for emerging requirements like cloud identities and mobile devices. CON9447: Enabling Access for Hundreds of Millions of Users 1:15 p.m. – 2:15 p.m., Moscone West 3008 Dealing with scale problems? Looking to address identity management requirements with million or so users in mind? Then take note of Cisco’s implementation. Join this session to hear first-hand how Cisco tackled identity management and scaled their implementation to bolster security and enforce compliance. CON9465: Next Generation Directory – Oracle Unified Directory 5:00 p.m. – 6:00 p.m., Moscone West 3008 Get the 360 degrees perspective from a solution provider, implementation services partner and the customer in this session to learn how the latest Oracle Unified Directory solutions can help you build a directory infrastructure that is optimized to support cloud, mobile and social networking and yet deliver on scale and performance. EVENTS: Executive Edge @ OpenWorld: Chief Security Officer (CSO) Summit 10:00 a.m. – 3:00 p.m. If you are attending the Executive Edge at Open World, be sure to check out the sessions at the Chief Security Officer Summit. Former Sr. Counsel for the National Security Agency, Joel Brenner, will be speaking about his new book "America the Vulnerable". In addition, PWC will present a panel discussion on "Crisis Management to Business Advantage: Security Leadership". See below for the complete agenda. PRODUCT DEMOS: And don’t forget to see Oracle identity Management solutions in action at Oracle OpenWorld DEMOgrounds. DEMOS LOCATION EXHIBITION HALL HOURS Access Management: Complete and Scalable Access Management Moscone South, Right - S-218 Monday, October 1 9:30 a.m.–6:00 p.m. 9:30 a.m.–10:45 a.m. (Dedicated Hours) Tuesday, October 2 9:45 a.m.–6:00 p.m. 2:15 p.m.–2:45 p.m. (Dedicated Hours) Wednesday, October 3 9:45 a.m.–4:00 p.m. 2:15 p.m.–3:30 p.m. (Dedicated Hours) Access Management: Federating and Leveraging Social Identities Moscone South, Right - S-220 Access Management: Mobile Access Management Moscone South, Right - S-219 Access Management: Real-Time Authorizations Moscone South, Right - S-217 Access Management: Secure SOA and Web Services Security Moscone South, Right - S-223 Identity Governance: Modern Administration and Tooling Moscone South, Right - S-210 Identity Management Monitoring with Oracle Enterprise Manager Moscone South, Right - S-212 Oracle Directory Services Plus: Performant, Cloud-Ready Moscone South, Right - S-222 Oracle Identity Management: Closed-Loop Access Certification Moscone South, Right - S-221 For a complete listing, keep the Focus on Identity Management document handy. And don’t forget to converse with us while at OpenWorld @oracleidm. We look forward to hearing from you.

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  • Having fun with Reflection

    - by Nick Harrison
    I was once asked in a technical interview what I could tell them about Reflection.   My response, while a little tongue in cheek was that "I can tell you it is one of my favorite topics to talk about" I did get a laugh out of that and it was a great ice breaker.    Reflection may not be the answer for everything, but it often can be, or maybe even should be.     I have posted in the past about my favorite CopyTo method.   It can come in several forms and is often very useful.   I explain it further and expand on the basic idea here  The basic idea is to allow reflection to loop through the properties of two objects and synchronize the ones that are in common.   I love this approach for data binding and passing data across the layers in an application. Recently I have been working on a project leveraging Data Transfer Objects to pass data through WCF calls.   We won't go into how the architecture got this way, but in essence there is a partial duplicate inheritance hierarchy where there is a related Domain Object for each Data Transfer Object.     The matching objects do not share a common ancestor or common interface but they will have the same properties in common.    By passing the problems with this approach, let's talk about how Reflection and our friendly CopyTo could make the most of this bad situation without having to change too much. One of the problems is keeping the two sets of objects in synch.   For this particular project, the DO has all of the functionality and the DTO is used to simply transfer data back and forth.    Both sets of object have parallel hierarchies with the same properties being defined at the corresponding levels.   So we end with BaseDO,  BaseDTO, GenericDO, GenericDTO, ProcessAreaDO,  ProcessAreaDTO, SpecializedProcessAreaDO, SpecializedProcessAreaDTO, TableDo, TableDto. and so on. Without using Reflection and a CopyTo function, tremendous care and effort must be made to keep the corresponding objects in synch.    New properties can be added at any level in the inheritance and must be kept in synch at all subsequent layers.    For this project we have come up with a clever approach of calling a base GetDo or UpdateDto making sure that the same method at each level of inheritance is called.    Each level is responsible for updating the properties at that level. This is a lot of work and not keeping it in synch can create all manner of problems some of which are very difficult to track down.    The other problem is the type of code that this methods tend to wind up with. You end up with code like this: Transferable dto = new Transferable(); base.GetDto(dto); dto.OfficeCode = GetDtoNullSafe(officeCode); dto.AccessIndicator = GetDtoNullSafe(accessIndicator); dto.CaseStatus = GetDtoNullSafe(caseStatus); dto.CaseStatusReason = GetDtoNullSafe(caseStatusReason); dto.LevelOfService = GetDtoNullSafe(levelOfService); dto.ReferralComments = referralComments; dto.Designation = GetDtoNullSafe(designation); dto.IsGoodCauseClaimed = GetDtoNullSafe(isGoodCauseClaimed); dto.GoodCauseClaimDate = goodCauseClaimDate;       One obvious problem is that this is tedious code.   It is error prone code.    Adding helper functions like GetDtoNullSafe help out immensely, but there is still an easier way. We can bypass the tedious code, by pass the complex inheritance tricks, and reduce all of this to a single method in the base class. TransferObject dto = new TransferObject(); CopyTo (this, dto); return dto; In the case of this one project, such a change eliminated the need for 20% of the total code base and a whole class of unit test cases that made sure that all of the properties were in synch. The impact of such a change also needs to include the on going time savings and the improvements in quality that can arise from them.    Developers who are not worried about keeping the properties in synch across mirrored object hierarchies are freed to worry about more important things like implementing business requirements.

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  • Solving Euler Project Problem Number 1 with Microsoft Axum

    - by Jeff Ferguson
    Note: The code below applies to version 0.3 of Microsoft Axum. If you are not using this version of Axum, then your code may differ from that shown here. I have just solved Problem 1 of Project Euler using Microsoft Axum. The problem statement is as follows: If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. The sum of these multiples is 23. Find the sum of all the multiples of 3 or 5 below 1000. My Axum-based solution is as follows: namespace EulerProjectProblem1{ // http://projecteuler.net/index.php?section=problems&id=1 // // If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. // The sum of these multiples is 23. // Find the sum of all the multiples of 3 or 5 below 1000. channel SumOfMultiples { input int Multiple1; input int Multiple2; input int UpperBound; output int Sum; } agent SumOfMultiplesAgent : channel SumOfMultiples { public SumOfMultiplesAgent() { int Multiple1 = receive(PrimaryChannel::Multiple1); int Multiple2 = receive(PrimaryChannel::Multiple2); int UpperBound = receive(PrimaryChannel::UpperBound); int Sum = 0; for(int Index = 1; Index < UpperBound; Index++) { if((Index % Multiple1 == 0) || (Index % Multiple2 == 0)) Sum += Index; } PrimaryChannel::Sum <-- Sum; } } agent MainAgent : channel Microsoft.Axum.Application { public MainAgent() { var SumOfMultiples = SumOfMultiplesAgent.CreateInNewDomain(); SumOfMultiples::Multiple1 <-- 3; SumOfMultiples::Multiple2 <-- 5; SumOfMultiples::UpperBound <-- 1000; var Sum = receive(SumOfMultiples::Sum); System.Console.WriteLine(Sum); System.Console.ReadLine(); PrimaryChannel::ExitCode <-- 0; } }} Let’s take a look at the various parts of the code. I begin by setting up a channel called SumOfMultiples that accepts three inputs and one output. The first two of the three inputs will represent the two possible multiples, which are three and five in this case. The third input will represent the upper bound of the problem scope, which is 1000 in this case. The lone output of the channel represents the sum of all of the matching multiples: channel SumOfMultiples{ input int Multiple1; input int Multiple2; input int UpperBound; output int Sum;} I then set up an agent that uses the channel. The agent, called SumOfMultiplesAgent, received the three inputs from the channel sent to the agent, stores the results in local variables, and performs the for loop that iterates from 1 to the received upper bound. The agent keeps track of the sum in a local variable and stores the sum in the output portion of the channel: agent SumOfMultiplesAgent : channel SumOfMultiples{ public SumOfMultiplesAgent() { int Multiple1 = receive(PrimaryChannel::Multiple1); int Multiple2 = receive(PrimaryChannel::Multiple2); int UpperBound = receive(PrimaryChannel::UpperBound); int Sum = 0; for(int Index = 1; Index < UpperBound; Index++) { if((Index % Multiple1 == 0) || (Index % Multiple2 == 0)) Sum += Index; } PrimaryChannel::Sum <-- Sum; }} The application’s main agent, therefore, simply creates a new SumOfMultiplesAgent in a new domain, prepares the channel with the inputs that we need, and then receives the Sum from the output portion of the channel: agent MainAgent : channel Microsoft.Axum.Application{ public MainAgent() { var SumOfMultiples = SumOfMultiplesAgent.CreateInNewDomain(); SumOfMultiples::Multiple1 <-- 3; SumOfMultiples::Multiple2 <-- 5; SumOfMultiples::UpperBound <-- 1000; var Sum = receive(SumOfMultiples::Sum); System.Console.WriteLine(Sum); System.Console.ReadLine(); PrimaryChannel::ExitCode <-- 0; }} The result of the calculation (which, by the way, is 233,168) is sent to the console using good ol’ Console.WriteLine().

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  • Entity Framework 4, WCF &amp; Lazy Loading Tip

    - by Dane Morgridge
    If you are doing any work with Entity Framework and custom WCF services in EFv1, everything works great.  As soon as you jump to EFv4, you may find yourself getting odd errors that you can’t seem to catch.  The problem is almost always has something to do with the new lazy loading feature in Entity Framework 4.  With Entity Framework 1, you didn’t have lazy loading so this problem didn’t surface.  Assume I have a Person entity and an Address entity where there is a one-to-many relationship between Person and Address (Person has many Addresses). In Entity Framework 1 (or in EFv4 with lazy loading turned off), I would have to load the Address data by hand by either using the Include or Load Method: var people = context.People.Include("Addresses"); or people.Addresses.Load(); Lazy loading works when the first time the Person.Addresses collection is accessed: 1: var people = context.People.ToList(); 2:  3: // only person data is currently in memory 4:  5: foreach(var person in people) 6: { 7: // EF determines that no Address data has been loaded and lazy loads 8: int count = person.Addresses.Count(); 9: } 10:  Lazy loading has the useful (and sometimes not useful) feature of fetching data when requested.  It can make your life easier or it can make it a big pain.  So what does this have to do with WCF?  One word: Serialization. When you need to pass data over the wire with WCF, the data contract is serialized into either XML or binary depending on the binding you are using.  Well, if I am using lazy loading, the Person entity gets serialized and during that process, the Addresses collection is accessed.  When that happens, the Address data is lazy loaded.  Then the Address is serialized, and the Person property is accessed, and then also serialized and then the Addresses collection is accessed.  Now the second time through, lazy loading doesn’t kick in, but you can see the infinite loop caused by this process.  This is a problem with any serialization, but I personally found it trying to use WCF. The fix for this is to simply turn off lazy Loading.  This can be done at each call by using context options: context.ContextOptions.LazyLoadingEnabled = false; Turning lazy loading off will now allow your classes to be serialized properly.  Note, this is if you are using the standard Entity Framework classes.  If you are using POCO,  you will have to do something slightly different.  With POCO, the Entity Framework will create proxy classes by default that allow things like lazy loading to work with POCO.  This proxy basically creates a proxy object that is a full Entity Framework object that sits between the context and the POCO object.  When using POCO with WCF (or any serialization) just turning off lazy loading doesn’t cut it.  You have to turn off the proxy creation to ensure that your classes will serialize properly: context.ContextOptions.ProxyCreationEnabled = false; The nice thing is that you can do this on a call-by-call basis.  If you use a new context for each set of operations (which you should) then you can turn either lazy loading or proxy creation on and off as needed.

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  • how to drawing continues line just like in paint [on hold]

    - by hussain shah
    hi sir i want to draw a points.the following code is work good but the problem is than when i drag the mouse button, if i move slow working good but if i move the curser fast they cannot made continues line.please what is the solution...? #include <iostream> #include <GL/glut.h> #include <GL/glu.h> #include <stdlib.h> void first() { glPushMatrix(); glTranslatef(1,01,01); glScalef(1, 1, 1); glColor3f(0, 1, 0); glBegin(GL_QUADS); glVertex2f(0.8, 0.6); glVertex2f(0.6, 0.6); glVertex2f(0.6, 0.8); glVertex2f(0.8, 0.8); glEnd(); glPopMatrix(); glFlush(); } void display (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0);// screen color //glFlush(); } void drag (int x, int y) { { y=500-y; //x=500-x; glPointSize(5); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex2f(x,y+2); glEnd(); glutSwapBuffers(); glFlush(); } } void reshape (int w, int h){} void init (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0); glViewport(0,0,500,500); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500.0, 0.0, 500.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse_button (int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drag(x,y); first(); } //else if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) //{ // //} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { exit(0); } } int main (int argc, char**argv) { glutInit (&argc, argv); //initialize the program. glutInitDisplayMode (GLUT_SINGLE); //set up a basic display buffer (only singular for now) glutInitWindowSize (500,500); //set whe width and height of the window glutInitWindowPosition (100, 100); //set the position of the window glutCreateWindow ("A basic OpenGL Window"); //set the caption for the window glutMotionFunc(drag); //glutMouseFunc(mouse_button); init(); glutDisplayFunc (display);//call the display function to draw our world glutMainLoop(); //initialize the OpenGL loop cycle return 0; }

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • Merge sort versus quick sort performance

    - by Giorgio
    I have implemented merge sort and quick sort using C (GCC 4.4.3 on Ubuntu 10.04 running on a 4 GB RAM laptop with an Intel DUO CPU at 2GHz) and I wanted to compare the performance of the two algorithms. The prototypes of the sorting functions are: void merge_sort(const char **lines, int start, int end); void quick_sort(const char **lines, int start, int end); i.e. both take an array of pointers to strings and sort the elements with index i : start <= i <= end. I have produced some files containing random strings with length on average 4.5 characters. The test files range from 100 lines to 10000000 lines. I was a bit surprised by the results because, even though I know that merge sort has complexity O(n log(n)) while quick sort is O(n^2), I have often read that on average quick sort should be as fast as merge sort. However, my results are the following. Up to 10000 strings, both algorithms perform equally well. For 10000 strings, both require about 0.007 seconds. For 100000 strings, merge sort is slightly faster with 0.095 s against 0.121 s. For 1000000 strings merge sort takes 1.287 s against 5.233 s of quick sort. For 5000000 strings merge sort takes 7.582 s against 118.240 s of quick sort. For 10000000 strings merge sort takes 16.305 s against 1202.918 s of quick sort. So my question is: are my results as expected, meaning that quick sort is comparable in speed to merge sort for small inputs but, as the size of the input data grows, the fact that its complexity is quadratic will become evident? Here is a sketch of what I did. In the merge sort implementation, the partitioning consists in calling merge sort recursively, i.e. merge_sort(lines, start, (start + end) / 2); merge_sort(lines, 1 + (start + end) / 2, end); Merging of the two sorted sub-array is performed by reading the data from the array lines and writing it to a global temporary array of pointers (this global array is allocate only once). After each merge the pointers are copied back to the original array. So the strings are stored once but I need twice as much memory for the pointers. For quick sort, the partition function chooses the last element of the array to sort as the pivot and scans the previous elements in one loop. After it has produced a partition of the type start ... {elements <= pivot} ... pivotIndex ... {elements > pivot} ... end it calls itself recursively: quick_sort(lines, start, pivotIndex - 1); quick_sort(lines, pivotIndex + 1, end); Note that this quick sort implementation sorts the array in-place and does not require additional memory, therefore it is more memory efficient than the merge sort implementation. So my question is: is there a better way to implement quick sort that is worthwhile trying out? If I improve the quick sort implementation and perform more tests on different data sets (computing the average of the running times on different data sets) can I expect a better performance of quick sort wrt merge sort? EDIT Thank you for your answers. My implementation is in-place and is based on the pseudo-code I have found on wikipedia in Section In-place version: function partition(array, 'left', 'right', 'pivotIndex') where I choose the last element in the range to be sorted as a pivot, i.e. pivotIndex := right. I have checked the code over and over again and it seems correct to me. In order to rule out the case that I am using the wrong implementation I have uploaded the source code on github (in case you would like to take a look at it). Your answers seem to suggest that I am using the wrong test data. I will look into it and try out different test data sets. I will report as soon as I have some results.

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • SFML fail to load image as texture

    - by zyeek
    I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files. This is an irritating problem that keep coming up for some reason and is always a problem to fix it. I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.

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  • Oredev 2011 Trip Report

    - by arungupta
    Oredev had its seventh annual conference in the city of Malmo, Sweden last week. The name "Oredev" signifies to the part that Malmo is connected with Copenhagen with Oresund bridge. There were about 1000 attendees with several speakers from all over the world. The first two days were hands-on workshops and the next three days were sessions. There were different tracks such as Java, Windows 8, .NET, Smart Phones, Architecture, Collaboration, and Entrepreneurship. And then there was Xtra(ck) which had interesting sessions not directly related to technology. I gave two slide-free talks in the Java track. The first one showed how to build an end-to-end Java EE 6 application using NetBeans and GlassFish. The complete instructions to build the application are explained in detail here. This 3-tier application used Java Persistence API, Enterprsie Java Beans, Servlet, Contexts and Dependency Injection, JavaServer Faces, and Java API for RESTful Services. The source code built during the application can be downloaded here (LINK TBD). The second session, slide-free again, showed how to take a Java EE 6 application into production using GlassFish cluster. It explained: Create a 2-instance GlassFish cluster Front-end with a Web server and a load balancer Demonstrate session replication and fail over Monitor the application using JavaScript The complete instructions for this session are available here. Oredev has an interesting way of collecting attendee feedback. The attendees drop a green, yellow, or red card in a bucket as they walk out of the session. Not everybody votes but most do. Other than the instantaneous feedback provided on twitter, this mechanism provides a more coarse grained feedback loop as well. The first talk had about 67 attendees (with 23 green and 7 yellow) and the second one had 22 (11 green and 11 yellow). The speakers' dinner is a good highlight of the conference. It is arranged in the historic city hall and the mayor welcomed all the speakers. As you can see in the pictures, it is a very royal building with lots of history behind it. Fortunately the dinner was a buffet with a much better variety unlike last year where only black soup and geese were served, which was quite cultural BTW ;-) The sauna in 85F, skinny dipping in 35F ocean and alternating between them at Kallbadhus is always very Swedish. Also spent a short evening at a friend's house socializing with other speaker/attendees, drinking Glogg, and eating Pepperkakor.  The welcome packet at the hotel also included cinnamon rolls, recommended to drink with cold milk, for a little more taste of Swedish culture. Something different at this conference was how artists from Image Think were visually capturing all the keynote speakers using images on whiteboards. Here are the images captured for Alexis Ohanian (Reddit co-founder and now running Hipmunk): Unfortunately I could not spend much time engaging with other speakers or attendees because was busy preparing a new hands-on lab material. But was able to spend some time with Matthew Mccullough, Micahel Tiberg, Magnus Martensson, Mattias Karlsson, Corey Haines, Patrick Kua, Charles Nutter, Tushara, Pradeep, Shmuel, and several other folks. Here are a few pictures captured from the event: And the complete album here: Thank you Matthias, Emily, and Kathy for putting up a great show and giving me an opportunity to speak at Oredev. I hope to be back next year with a more vibrant representation of Java - the language and the ecosystem!

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  • Oredev 2011 Trip Report

    - by arungupta
    Oredev had its seventh annual conference in the city of Malmo, Sweden last week. The name "Oredev" signifies to the part that Malmo is connected with Copenhagen with Oresund bridge. There were about 1000 attendees with several speakers from all over the world. The first two days were hands-on workshops and the next three days were sessions. There were different tracks such as Java, Windows 8, .NET, Smart Phones, Architecture, Collaboration, and Entrepreneurship. And then there was Xtra(ck) which had interesting sessions not directly related to technology. I gave two slide-free talks in the Java track. The first one showed how to build an end-to-end Java EE 6 application using NetBeans and GlassFish. The complete instructions to build the application are explained in detail here. This 3-tier application used Java Persistence API, Enterprsie Java Beans, Servlet, Contexts and Dependency Injection, JavaServer Faces, and Java API for RESTful Services. The source code built during the application can be downloaded here (LINK TBD). The second session, slide-free again, showed how to take a Java EE 6 application into production using GlassFish cluster. It explained: Create a 2-instance GlassFish cluster Front-end with a Web server and a load balancer Demonstrate session replication and fail over Monitor the application using JavaScript The complete instructions for this session are available here. Oredev has an interesting way of collecting attendee feedback. The attendees drop a green, yellow, or red card in a bucket as they walk out of the session. Not everybody votes but most do. Other than the instantaneous feedback provided on twitter, this mechanism provides a more coarse grained feedback loop as well. The first talk had about 67 attendees (with 23 green and 7 yellow) and the second one had 22 (11 green and 11 yellow). The speakers' dinner is a good highlight of the conference. It is arranged in the historic city hall and the mayor welcomed all the speakers. As you can see in the pictures, it is a very royal building with lots of history behind it. Fortunately the dinner was a buffet with a much better variety unlike last year where only black soup and geese were served, which was quite cultural BTW ;-) The sauna in 85F, skinny dipping in 35F ocean and alternating between them at Kallbadhus is always very Swedish. Also spent a short evening at a friend's house socializing with other speaker/attendees, drinking Glogg, and eating Pepperkakor.  The welcome packet at the hotel also included cinnamon rolls, recommended to drink with cold milk, for a little more taste of Swedish culture. Something different at this conference was how artists from Image Think were visually capturing all the keynote speakers using images on whiteboards. Here are the images captured for Alexis Ohanian (Reddit co-founder and now running Hipmunk): Unfortunately I could not spend much time engaging with other speakers or attendees because was busy preparing a new hands-on lab material. But was able to spend some time with Matthew Mccullough, Micahel Tiberg, Magnus Martensson, Mattias Karlsson, Corey Haines, Patrick Kua, Charles Nutter, Tushara, Pradeep, Shmuel, and several other folks. Here are a few pictures captured from the event: And the complete album here: Thank you Matthias, Emily, and Kathy for putting up a great show and giving me an opportunity to speak at Oredev. I hope to be back next year with a more vibrant representation of Java - the language and the ecosystem!

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  • Logging connection strings

    If you some of the dynamic features of SSIS such as package configurations or property expressions then sometimes trying to work out were your connections are pointing can be a bit confusing. You will work out in the end but it can be useful to explicitly log this information so that when things go wrong you can just review the logs. You may wish to develop this idea further and encapsulate such logging into a custom task, but for now lets keep it simple and use the Script Task. The Script Task code below will raise an Information event showing the name and connection string for a connection. Imports System Imports Microsoft.SqlServer.Dts.Runtime Public Class ScriptMain Public Sub Main() Dim fireAgain As Boolean ' Get the connection string, we need to know the name of the connection Dim connectionName As String = "My OLE-DB Connection" Dim connectionString As String = Dts.Connections(connectionName).ConnectionString ' Format the message and log it via an information event Dim message As String = String.Format("Connection ""{0}"" has a connection string of ""{1}"".", _ connectionName, connectionString) Dts.Events.FireInformation(0, "Information", message, Nothing, 0, fireAgain) Dts.TaskResult = Dts.Results.Success End Sub End Class Building on that example it is probably more flexible to log all connections in a package as shown in the next example. Imports System Imports Microsoft.SqlServer.Dts.Runtime Public Class ScriptMain Public Sub Main() Dim fireAgain As Boolean ' Loop through all connections in the package For Each connection As ConnectionManager In Dts.Connections ' Get the connection string and log it via an information event Dim message As String = String.Format("Connection ""{0}"" has a connection string of ""{1}"".", _ connection.Name, connection.ConnectionString) Dts.Events.FireInformation(0, "Information", message, Nothing, 0, fireAgain) Next Dts.TaskResult = Dts.Results.Success End Sub End Class By using the Information event it makes it readily available in the designer, for example the Visual Studio Output window (Ctrl+Alt+O) or the package designer Execution Results tab, and also allows you to readily control the logging by choosing which events to log in the normal way. Now before somebody starts commenting that this is a security risk, I would like to highlight good practice for building connection managers. Firstly the Password property, or any other similar sensitive property is always defined as write-only, and secondly the connection string property only uses the public properties to assemble the connection string value when requested. In other words the connection string will never contain the password. I have seen a couple of cases where this is not true, but that was just bad development by third-parties, you won’t find anything like that in the box from Microsoft.   Whilst writing this code it made me wish that there was a custom log entry that you could just turn on that did this for you, but alas connection managers do not even seem to support custom events. It did however remind me of a very useful event that is often overlooked and fits rather well alongside connection string logging, the Execute SQL Task’s custom ExecuteSQLExecutingQuery event. To quote the help reference Custom Messages for Logging - Provides information about the execution phases of the SQL statement. Log entries are written when the task acquires connection to the database, when the task starts to prepare the SQL statement, and after the execution of the SQL statement is completed. The log entry for the prepare phase includes the SQL statement that the task uses. It is the last part that is so useful, how often have you used an expression to derive a SQL statement and you want to log that to make sure the correct SQL is being returned? You need to turn it one, by default no custom log events are captured, but I’ll refer you to a walkthrough on setting up the logging for ExecuteSQLExecutingQuery by Jamie.

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  • SQL Sentry Truth-Telling and Disk Configuration

    - by AjarnMark
    Recently, SQL Sentry told me something about my SQL Server disk configurations that I just didn’t want to believe, but alas, it was true. Several days ago I posted my First Impressions of the SQL Sentry Power Suite.  Today’s post could fall into the category of, “Hey, as long as you have that fancy tool…”  Unfortunately, it also falls into the category of an overloaded worker taking someone else’s word for the truth, not verifying it with independent fact-checking, and then making decisions based on that.  Here’s my story… I’m not exactly an Accidental DBA (or Involuntary DBA as Paul Randal calls it).  I came to this company five years ago as a lead application developer with extensive experience in database design and development.  I worked my way into management, and along the way, took over the DBA responsibilities.  Fortunately, our systems run pretty smoothly most of the time, but I’m always looking for ways to make them better and to fit into my understanding of best practices.  When I took over as DBA, I inherited a SQL 2000 server with about 30 databases on it supporting our main systems, and a SQL 2005 server with multiple instances.  Both of these servers were configured with the Operating System and Application files on the C drive, data files on a different drive letter, and log files on a third drive letter.  Even before I took over as DBA, I verified that this was true with a previous server administrator, and that these represented actual separate disks.  He stated that they did, and I thought that all was well. Then one day, I’m poking around inside the SQL Sentry Performance Advisor, checking out features as I am evaluating whether to purchase the product, and I come across a Disk Configuration section.  The first thing I notice is that the drives do not have the proper partition offset, which was not at all surprising to me given the age of the installation and the relative newness of that topic.  But what threw me for a loop was that the graphic display appeared to be telling me that I did not in fact have three separate drives (or arrays) but rather had two, and that the log files were merely on a separate volume on the same physical array as the OS.  I figured that I must be reading it wrong so I scanned the Help file, but that just seemed to confirm my interpretation.  Then I thought, “there must be something wrong with the demo version of the software!  This can’t be right!”  But just to double-check, I went to our current server admin to talk it over with him, and sure enough, SQL Sentry was telling the truth! I was stunned!  I quickly went through the grieving process…denial…anger…reconciliation.  Here was something that I thought was such a basic truth that was turned upside down.  OK, granted, this wasn’t disastrous.  Our databases didn’t suddenly grind to a halt.  I didn’t get calls late at night inquiring about the sudden downturn in performance.  But it was a bit of a shock to the system, in a good way, to jolt me out of taking what I had believed as the truth for granted, and instead to Trust, but Verify! Yes, before someone else points it out, I know that there are”free” disk management tools built-in to Windows that would have told me the same thing if I had only looked at them; I did not have to buy a fancy tool to tell me that, but the fact is, until I was evaluating the tool, I had just gone with what I was told, and never bothered to check what was actually there. So, what things do you believe to be true but you actually never verified?

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  • Optimization and Saving/Loading

    - by MrPlosion1243
    I'm developing a 2D tile based game and I have a few questions regarding it. First I would like to know if this is the correct way to structure my Tile class: namespace TileGame.Engine { public enum TileType { Air, Stone } class Tile { TileType type; bool collidable; static Tile air = new Tile(TileType.Air); static Tile stone = new Tile(TileType.Stone); public Tile(TileType type) { this.type = type; collidable = true; } } } With this method I just say world[y, x] = Tile.Stone and this seems right to me but I'm not a very experienced coder and would like assistance. Now the reason I doubt this so much is because I like everything to be as optimized as possible and there is a major flaw in this that I need help overcoming. It has to do with saving and loading... well more on loading actually. The way it's done relies on the principle of casting an enumeration into a byte which gives you the corresponding number where its declared in the enumeration. Each TileType is cast as a byte and written out to a file. So TileType.Air would appear as 0 and TileType.Stone would appear as 1 in the file (well in byte form obviously). Loading in the file is alot different though because I can't just loop through all the bytes in the file cast them as a TileType and assign it: for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { world[y, x].Type = (TileType)byteReader.ReadByte(); } } This just wont work presumably because I have to actually say world[y, x] = Tile.Stone as apposed to world[y, x].Type = TileType.Stone. In order to be able to say that I need a gigantic switch case statement (I only have 2 tiles but you could imagine what it would look like with hundreds): Tile tile; for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { switch(byteReader.ReadByte()){ case 0: tile = Tile.Air; break; case 1: tile = Tile.Stone; break; } world[y, x] = tile; } } Now you can see how unoptimized this is and I don't know what to do. I would really just like to cast the byte as a TileType and use that but as said before I have to say world[y, x] = Tile.whatever and TileType can't be used this way. So what should I do? I would imagine I need to restructure my Tile class to fit the requirements but I don't know how I would do that. Please help! Thanks.

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  • Ubuntu + Wacom Intuos 4 + MyPaint HELP!

    - by Sativa
    Please keep in mind I'm not that computer savvy, but I will try any suggestion so please help me out! My tablet will stop working if the USB connection is ever broken, or the Ubuntu software is being updated. Sometimes it will stop working for no reason that I can see. The lights will still be on, but it won't be responsive. It doesn't work again until I restart the laptop with the tablet plugged in, which is grating if you have to do it every 25 min. or so... I'm not sure if the issue is with the port, the tablet/cable or the driver but any suggestions would be very welcome! Also, MyPaint is frequently having hiccups. It seems to save fine but at times it will randomly close down and when I open files they're often empty. They turn into 0Kb files and only contain a single empty layer. Also very grating, considering I lose days of work for no clear reason and without any heads up. Again, I'm not sure if the issue is with the port, the tablet/cable or the driver but any suggestions would be very welcome! The error message reads; Traceback (most recent call last): File "/usr/share/mypaint/gui/application.py", line 177, at_application_start(*junk=()) else: self.filehandler.open_file(fn) variables: {'fn': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora'), 'self.filehandler.open_file': ('local', <bound method FileHandler.wrapper of <gui.filehandling.FileHandler object at 0x7fdb89063a10>>)} File "/usr/share/mypaint/gui/drawwindow.py", line 60, wrapper(self=<gui.filehandling.FileHandler object>, *args=(u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora',), **kwargs={}) try: func(self, *args, **kwargs) # gtk main loop may be called in here... variables: {'self': ('local', <gui.filehandling.FileHandler object at 0x7fdb89063a10>), 'args': ('local', (u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora',)), 'func': ('local', <function open_file at 0x7fdb8b397b90>), 'kwargs': ('local', {})} File "/usr/share/mypaint/gui/filehandling.py", line 231, open_file(self=<gui.filehandling.FileHandler object>, filename=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora') try: self.doc.model.load(filename, feedback_cb=self.gtk_main_tick) except document.SaveLoadError, e: variables: {'self.doc.model.load': ('local', <bound method Document.load of <lib.document.Document instance at 0x7fdb8ab4f8c0>>), 'feedback_cb': (None, []), 'self.gtk_main_tick': ('local', <function gtk_main_tick at 0x7fdb8b397b18>), 'filename': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora')} File "/usr/share/mypaint/lib/document.py", line 544, load(self=<lib.document.Document instance>, filename=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora', **kwargs={'feedback_cb': <function gtk_main_tick>}) try: load(filename, **kwargs) except gobject.GError, e: variables: {'load': ('local', <bound method Document.load_ora of <lib.document.Document instance at 0x7fdb8ab4f8c0>>), 'kwargs': ('local', {'feedback_cb': <function gtk_main_tick at 0x7fdb8b397b18>}), 'filename': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora')} File "/usr/share/mypaint/lib/document.py", line 772, load_ora(self=<lib.document.Document instance>, filename=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora', feedback_cb=<function gtk_main_tick>) tempdir = tempdir.decode(sys.getfilesystemencoding()) z = zipfile.ZipFile(filename) print 'mimetype:', z.read('mimetype').strip() variables: {'zipfile.ZipFile': ('global', <class 'zipfile.ZipFile'>), 'z': (None, []), 'filename': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora')} File "/usr/lib/python2.7/zipfile.py", line 770, __init__(self=<zipfile.ZipFile object>, file=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora', mode='r', compression=0, allowZip64=False) if key == 'r': self._RealGetContents() elif key == 'w': variables: {'self._RealGetContents': ('local', <bound method ZipFile._RealGetContents of <zipfile.ZipFile object at 0x7fdb9b952790>>)} File "/usr/lib/python2.7/zipfile.py", line 811, _RealGetContents(self=<zipfile.ZipFile object>) if not endrec: raise BadZipfile, "File is not a zip file" if self.debug > 1: variables: {'BadZipfile': ('global', <class 'zipfile.BadZipfile'>)} BadZipfile: File is not a zip file

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Windows Phone 7 Silverlight / XNA development talk

    - by subodhnpushpak
    Hi, I presented on Windows Phone 7 app development using Silverlight. Here are few pics from the event Windows Phone 7 development VIEW SLIDE SHOW DOWNLOAD ALL     I demonstrated the Visual studio, emulator capabilities/ features. An demo on Wp7 app communication with an OData Service, along with a demo on XNA app. There was lot of curious questions; I am listing them here because these keep on popping up again and again: 1. What tools does it takes to develop Wp7 app? Are they free? A typical WP7 app can be developed either using Silverlight or XNA. For developers, Visual Studio 2010 is a good choice as it provides an integrated development environment with lots of useful project templates; which makes the task really easy. For designers, Blend may be used to develop the UI in XAML. Both the tools are FREE (express version) to download and very intuitive to use. 2. What about the learning curve? If you know C#, (or any other programming language), learning curve is really flat. XAML (used for UI) may be new for you, but trust me; its very intuitive. Also you can use Microsoft Blend to generate the UI (XAML) for you. 3. How can I develop /test app without using actual device? How can I be sure my app runs as expected on actual device? The WP7 SDK comes along with an excellent emulator; which you can use for development/ testing on a computer. Later you can just change a setting and deploy the application on WP7. You will require Zune software for deploying the application on phone along with Developers key from WP7 marketplace. You can obtain key from marketplace by filling a form. The whole process for registering  is easy; just follow the steps on the site. 4. Which one should I use? Silverlight or XNA? Use Silverlight for enterprise/ business / utility apps. Use XNA for Games app. While each platform is capable / strong and may be used in conjunction as well; The methodologies used for development in these platforms are very different. XNA works on typical Do..While loop where as Silverlight works on event based methodology. 5. Where are the learning resources? Are they free? There is lots of stuff on WP7. Most of them are free. There is a excellent free book by Charles Petzold to download and http://www.microsoft.com/windowsphone is full of demos /todos / vidoes. All the exciting stuff was captured live and you can view it here; in case you were not able to catch it live!! @ http://livestre.am/AUfx. My talk starts from 3:19:00 timeline in the video!! Is there an app you miss on WP7? Do let me know about it and I may work on it for free !!! Keep discovering. Keep is Simple. WP7. Subodh

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